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Author Topic: XCOM: Long War - (Canceled: Moving to new campaign for Beta 15)  (Read 97427 times)

MaximumZero

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #135 on: December 07, 2014, 12:52:19 am »

Finish up Africa, git money.
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crazysheep

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #136 on: December 07, 2014, 12:57:20 am »

Don't we already have the continent bonus from starting on Africa?

I vote we go to North America for their continent bonus, but after we get some interceptors for NA.
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Mephansteras

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #137 on: December 07, 2014, 01:04:08 am »

Don't we already have the continent bonus from starting on Africa?

I vote we go to North America for their continent bonus, but after we get some interceptors for NA.

We do. The advantage of keeping within Africa is that we get additional funding from the African nations without needing to spend any money on more Interceptors. The problem with going anywhere outside Africa is that we'd need more interceptors, which cost 200 a pop and you want to have 6 on every continent you have satellites to keep up with the air war.
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RAM

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #138 on: December 07, 2014, 01:15:08 am »

Meh, lets skimp on the air war, how bad can it be?
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MaximumZero

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #139 on: December 07, 2014, 01:16:06 am »

Very. I still vote Africa.
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IronyOwl

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #140 on: December 07, 2014, 03:50:50 am »

I'll break ranks and go with NA. We're going to need a ton of Interceptors eventually, and we've already got a ton right now. Might as well try for making them all cheaper sooner rather than later.
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Sheb

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #141 on: December 07, 2014, 06:14:03 am »

Well, the question is, can we find a way to put up 3 more sattelites next month? If yes, let's go for Africa this time and grab NA next month. Otherwise, start going into NA now.
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Powder Miner

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #142 on: December 07, 2014, 10:31:02 am »

Let's go with Sheb's idea.
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UXLZ

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #143 on: December 07, 2014, 04:13:04 pm »

I'll echo the above.

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crazysheep

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #144 on: December 07, 2014, 10:46:10 pm »

Sounds reasonable, and is probably in line with my original idea anyway. +1 to Sheb's plan.
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Darkening Kaos

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #145 on: December 08, 2014, 01:38:48 am »

     Jumping on the Sheb BandwagonTM.
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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #146 on: December 08, 2014, 11:31:32 am »

NURTH MURICA!

I'm going to assume that the roster in the OP is up to date, and grab the Brazilian Support; make him an Engineer, please.

Spoiler: Sheet (click to show/hide)

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Mephansteras

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #147 on: December 08, 2014, 11:43:28 am »

Another Promotion works its way through the system




We finish setting up satellites over the rest of Africa. We will be attempting to expand to North America this month.


A few days later we are contacted by the Council who give us thier opinion on how well we are doing. Quite well, so far. We can only hope that things continue to go so well!


Work begins on an access lift down to the next level. We'll need a power generator on that steam vent, and as soon as we have more engineers we can work on expanding our satellite uplink system.


In the meantime, we also have the engineers start work on more satellites so we will have them when we need them.


More requests for alien weapon fragments. We don't have a whole lot to spare, but we are badly in need of engineers so we fill this request now.


Our research into Xenobiology is complete. We can now work on understanding the aliens better, as well as work towards capturing live specimens.





The question now is, what do we research next?


Xenoneurology will let us capture live aliens.
Xenogenetics will let us do genetic enhancements on our own soldiers.
Autopsies will give us various advantages and will let us sell alien corpses for Engineers & Scientists, which is handy. We'll need...25 engineers, I think in order to build both uplinks we'll need to get North America.
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MaximumZero

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #148 on: December 08, 2014, 11:45:46 am »

Lasers. I will not be denied this time.
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Toaster

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Re: XCOM: Long War - Kicking aliens around for fun and profit!
« Reply #149 on: December 08, 2014, 12:09:22 pm »

...Jilio? d=  At least he is suitably ugly.

Can you get a third item slot in LW?  I can't remember.  (It's on my list of things to play, if I ever finish my classic campaign.  Last attempt got sidelined by a crashed game and I haven't gotten back in to it.)


Let's carve up a Sectoid.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.
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