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Author Topic: XCOM on Forums: OOC thread. FULL ROSTER! (Waitlist open)  (Read 31058 times)

kj1225

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Re: XCOM on Forums: OOC thread. The Invasion Has Begun! (23/25)
« Reply #270 on: June 09, 2015, 04:09:58 pm »

Oh, I didn't get a level.
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Twinwolf

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Re: XCOM on Forums: OOC thread. The Invasion Has Begun! (23/25)
« Reply #271 on: June 09, 2015, 04:18:06 pm »

Out of curiosity, how many kills does it take to level up from Specialist to the next rank in Long War?
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a1s

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Re: XCOM on Forums: OOC thread. The Invasion Has Begun! (23/25)
« Reply #272 on: June 09, 2015, 04:18:33 pm »

Assault sounds like fun (even though that shotgun is going to shave a couple of points off my MOV)
I'm going to take 70% for HP gain, 1-4 for Aim, and 1-5 for Wil (it would likely suck to be mind-controlled with all those extra HP)

Also, I don't see a stun baton (what's it called, shock thrower?) on the list. Does it need to be specially researched?
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Sheb

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Re: XCOM on Forums: OOC thread. The Invasion Has Begun! (23/25)
« Reply #273 on: June 09, 2015, 04:19:58 pm »

Yeah, Arc Thrower. And it need to be researched.
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Solymr

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Re: XCOM on Forums: OOC thread. The Invasion Has Begun! (23/25)
« Reply #274 on: June 09, 2015, 04:26:37 pm »

@a1s:  yes it's an Arc Thrower and you need a bit of research before building one.

@Twinwolf: XP requirements are in the txt. Lance Corporal is the next rank, requires 350 XP and you're up to 280, so the next mission you'll surely level up because each mission is 80 XP without any bonuses.

@Sheb: shhh they're still undercover.

@Toaster: I didn't know that :v
So either Julio or Pierre (only one) can choose from the Weapons classes:
Gunner Suppression: Uses 2 ammo to shoot a barrage to pin down an enemy, reducing it's Aim by 30, throw range by 50% and triggers a reaction shot if the enemy tries to move.
Rocketeer Fire Rocket: Fires an explosive rocket with 6 base damage and 2 AoE range, up to a distance of 10 tiles. The rocket has a scatter based on Aim and distance, affected by Steady Weapon and with greater scatter if the Rocketeer shoots the rocket as a second action.
Random Other Subclass

I let you pick because it was my bad.
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Toaster

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Re: XCOM on Forums: OOC thread. The Invasion Has Begun! (23/25)
« Reply #275 on: June 09, 2015, 05:22:48 pm »

https://www.reddit.com/r/Xcom/comments/33bys9/lw_is_there_a_formula_for_class_selection_and/
http://webcache.googleusercontent.com/search?q=cache:CNOMkGLnVeUJ:forums.nexusmods.com/index.php%3F/topic/965612-how-soldiers-get-assigned-a-class/+&cd=7&hl=en&ct=clnk&gl=us

Full disclosure; I only thought about it because Scout-Sniper was my least wanted pick for Julio.  That said, if he could be a Gunner that'd be pretty neat.  I suppose Pierre should get right of first refusal since he was promoted first in the list, though.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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Parsely

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Re: XCOM on Forums: OOC thread. The Invasion Has Begun! (23/25)
« Reply #276 on: June 09, 2015, 09:57:11 pm »

Suck it, aliens! Humanity rules!
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Solymr

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Re: XCOM on Forums: OOC thread. The Invasion Has Begun! (23/25)
« Reply #277 on: June 10, 2015, 06:10:00 am »

Interesting. There are two variants: blocks of 16 with 4 of each class, and weighted dice for the least common class (2/6 least common class, 1/6 tactical, 1/6 weapons, 1/6 scout-sniper, 1/6 support). Long War uses the second one.

Aywen "Crazy" Ayes
Promotion to Assault: +1 HP, +1 Aim, +2 Will
Hidden Potential: (17, 4, 4) +1 HP, +4 Aim, +4 Will

You people keep rolling so high :v
« Last Edit: June 10, 2015, 06:17:31 am by Solymr »
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Toaster

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Re: XCOM on Forums: OOC thread. The Invasion Has Begun! (23/25)
« Reply #278 on: June 10, 2015, 07:44:09 am »

Suck it, aliens! Humanity rules!

What'd you want to do about your promotion?


Out of curiosity, how many kills does it take to level up from Specialist to the next rank in Long War?

Specialist takes 120 XP and LCPL takes 350, so you need 230 to make up the difference.  That said, simply going on a mission is 100 XP*, being on a mission with an advanced alien (notably Outsider) is an XP bonus, and kills start at 20 XP, so two missions with two kills between them is 240 XP.  LW tweaked the formula to favor mission XP over kill XP.

CPL is 700 XP, so another 350 XP besides.  Scouts really gain their power a couple ranks up at Tech Sgt which is 2000 XP.

*Assuming nobody dies- everyone gets less XP if there's a death
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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.

Solymr

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Re: XCOM on Forums: OOC thread. First Operation Complete! (23/25)
« Reply #279 on: June 10, 2015, 10:38:04 am »

When the skyranger returned, it was to a flurry of activity - medics and scientists, technicians and officers; waiting to hurry the returning operatives to the medical wing or debriefing, respectively.
 
On their chair, the Commander allowed themselves a small smile. This mission had no deaths and the materials had been successfully brought back post-operation by hazmat-suited recovery crews. The science division was already clamouring to begin research on genuine extraterrestrial corpses and equipment.
 
Their smile faded as they turned back to considering their first move - what avenue of research, how they should expand the ant hive of the XCOM base. Decisions had to be made.

March 1st, 2017

Welcome to the base game of XCOM. Here you will decide the strategic direction of XCOM: research, engineering, air game, etc.

SITUATION ROOM

First is the Situation Room. Here you will see the state of the Council countries and XCOM itself: panic levels across the world, requests, satellite coverage, plus the state of the XCOM Base. The Storage is also here, you can see the artifacts recovered from missions and if there's need for §§§ sell them on the Gray Market.

Credits: 615§ (Monthly reward: 730-205=525§)
Alloys: 3
Elerium: 3
Fragments: 10
Meld: 0


Spoiler: Council (click to show/hide)
Spoiler: XCOM Base (click to show/hide)
Spoiler: Storage (click to show/hide)

RESEARCH

Next is the Research Labs. You can see the number of scientists, projects available for research, their requirements and the current project. You can only research one project at a time. The more scientist you have, the faster the project will be completed. You can get more scientists by completing Council requests or missions. The first thing you should do is choose a research project.

Scientists: 10


Current Reseach: None

ENGINEERING

Then comes the Engineering Workshop. Same as with research you can see the number of engineers, items and facilities available to be built, and their cost, and the more engineers you have, the faster items will be built. The difference is that you can build multiple items or facilities at the same time, and each item has an optimal amount of engineers. If you see fit, you should start building items and facilities.

Engineers: 10

Spoiler: Items Available (click to show/hide)
Spoiler: Facilities Available (click to show/hide)

BARRACKS

In the Barracks you can see the full roster of XCOM soldiers, and later on the Officer Training School projects and promotions will be located here. You can see a breakdown of the roster by classes and availability, and details on each soldier. If you need more soldiers, you can hire recruits for 20§ each.

Soldiers: 25

RundownRookieAssaultInfantryGunnerRocketeerScoutSniperEngineerMedicTotal
Active180000001019
Fatigued1100010003
Wounded1001/21/21/21/2003


HANGAR

Last is the Hangar. You can see the aircraft available in each country, their equipment and status. If you need, you can give a nickname to the pilots, reequip their weapons and order more Interceptors for 200§ each.

Spoiler: Aircraft List (click to show/hide)
Spoiler: Available Equipment (click to show/hide)

After everything is handled in the base, you can scan for activity, which will advance time until the next day, and give you a list of any events that happened during the day.
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Toaster

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Re: XCOM on Forums: OOC thread. First Operation Complete! (23/25)
« Reply #280 on: June 10, 2015, 10:50:46 am »

If you're not familiar with base management, let me first say that (eventually) we will need a 2x3 Block of satellite facilities.  We'll also need a Lab Block and a Workshop Block.  The latter two blocks will fill in with a few things that count as those facilities (psi lab and Foundry, for example).  We'll need more power, and those steam vents can be thermo generators (probably one, those placements aren't great; one will be covered up by a Block).  Finally, there are some things that we need that don't do adjacency (OTS, Alien Containment) that will fill in the cracks.

So.

Around Day 8, we'll need to start a pair of satellites and a Sat Uplink in A2, so budget for that accordingly.  With those, we can launch new sats on Day 31 and have them count for the month-end bonus. (We'll need to pick where to launch them; two countries in Europe.)  Beyond that... I'm not really great at this side of the game, but we will soon need a Foundry and Lab, just not immediately.

B2 and B3 will be uplinks as well.

A fifth interceptor isn't a terrible investment, since we can expect to use two to down a UFO at this stage in the game, with at least one getting pretty banged up.  Speaking of, Avalanche Missiles are better versus scouts while Stingrays are better against small-class ships.  Anything bigger will simply wreck us.  As such, we'll want to swap a pair to Stingrays right away.
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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.

Solymr

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Re: XCOM on Forums: OOC thread. First Operation Complete! (23/25)
« Reply #281 on: June 10, 2015, 11:24:34 am »

A bit more changes:

Alloy and Hover SHIVs now require a basic SHIV to build them, like higher tier MEC suits. Their cost will be reduced by the basic SHIV's cost.
Thinking about giving the Goliath the Intimidate perk as choice at MSGT. Not sure how to do it.

Also reminder that base game works like a suggestion game.
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Sheb

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Re: XCOM on Forums: OOC thread. First Operation Complete! (23/25)
« Reply #282 on: June 10, 2015, 01:51:29 pm »

I support Xenobiology, so we can get some scientific interest in our corpses and offload them to Council nations.
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Quote from: Paul-Henry Spaak
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Hawk132

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Re: XCOM on Forums: OOC thread. First Operation Complete! (23/25)
« Reply #283 on: June 10, 2015, 02:19:50 pm »

I support Xenobiology, so we can get some scientific interest in our corpses and offload them to Council nations.
+1.
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Toaster

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Re: XCOM on Forums: OOC thread. First Operation Complete! (23/25)
« Reply #284 on: June 10, 2015, 02:26:51 pm »

I support Xenobiology, so we can get some scientific interest in our corpses and offload them to Council nations.
+1.

+1.  Great first place to start.
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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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