Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 78 79 [80] 81 82 ... 469

Author Topic: X-Com Chimera Squad  (Read 726033 times)

puke

  • Bay Watcher
    • View Profile
Re: X-Com 2: REMOVE AYY
« Reply #1185 on: June 10, 2015, 09:42:18 pm »

It's not winnable, though.  One side can project force at interstellar distances, the other side can not. 

There can be no "killing" the alien, as they can retaliate with weapons that can destroy our only world and we can not locate much less reach even one of theirs.

Analyzing with game theory only works if you can correctly model the environment you are studying.  It is one of the best tools in our arsenal, but you need to know how to use it.  In the case of interstellar contact, the case for hostility is thin. 

As observed by others here, there is nothing to gain from conquest that can not more easily be gained in the vastness of uninhabited space.  Once you are sufficiently advanced to traverse the stars, and can muster enough energy to do so in force, you can easily obtain the all resources you might want locally and without contest.

The only thing that can be gained through initiating contact, are those things you can gain through cultural exchange and trade.  Namely, diversifying your own knowledge base and scientific methods by injecting ideas that your own culture did not invent.  This happened numerous times locally on our own planet, and the effects have led to such things as the Renaissance.

That said, I look forward to playing this game as mercilessly as possible.
Logged

Karnewarrior

  • Bay Watcher
  • That guy who used to be here all the time
    • View Profile
Re: X-Com 2: REMOVE AYY
« Reply #1186 on: June 10, 2015, 09:49:37 pm »

Its also worth noting that carbon based life will be recognizable, since the environment required to make a lifeform that alien would require a extremely unlikely environment as well; what works works. No doubt they'll be starfish more than twileks, but we shouldn't assume they'll be energy beings or something insane.

Wether or not they'll be dangerous is more malleable. It's not likely, but not unthinkable. Bit if they want resources there are easier ways to get them. If they want to roflstomp us it's for a cultural reason, like the mongol great raids.
Logged
Thou art I, I art Thou.
The trust you have bestowed upon thy comrade is now reciprocated in turn.
Thou shall be blessed when calling upon personae of the Hangman Arcana.
May this tie bind thee to a brighter future!​
Ikusaba Quest! - Fistfighting space robots for the benefit of your familial bonds to Satan is passe, so you call Sherlock Holmes and ask her to pop by.

Rolan7

  • Bay Watcher
  • [GUE'VESA][BONECARN]
    • View Profile
Re: X-Com 2: REMOVE AYY
« Reply #1187 on: June 10, 2015, 09:54:20 pm »

It's not winnable, though.  One side can project force at interstellar distances, the other side can not. 
Technically, though they might be using sleeper ships.  Non-FTL.  In which case their tech might not be much farther than ours, and they might not have the weapons to bombard more than a few sites.

But generally, yeah, we're at their mercy.  Fortunately we probably don't have much that they want, except land.  And exporting large populations across the interstellar divides is expensive compared to terraforming local planets.
Logged
She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: X-Com 2: REMOVE AYY
« Reply #1188 on: June 10, 2015, 10:05:14 pm »

Sooo is anyone getting a superheavy Shadowrun vibe from all the stuff they've said so far?

I mean, really. The setting, the swords, the drones, the hacking...
Logged
Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: X-Com 2: REMOVE AYY
« Reply #1189 on: June 10, 2015, 10:06:36 pm »

Sooo is anyone getting a superheavy Shadowrun vibe from all the stuff they've said so far?

I mean, really. The setting, the swords, the drones, the hacking...
... Now I will need to change the localization to turn rangers into street samurai and support into riggers.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

puke

  • Bay Watcher
    • View Profile
Re: X-Com 2: REMOVE AYY
« Reply #1190 on: June 10, 2015, 10:07:38 pm »

there are some strong similarities, yep.
Logged

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: X-Com 2: REMOVE AYY
« Reply #1191 on: June 10, 2015, 10:08:58 pm »

What would the other classes be? Can't have my street samurai working with a sharpshooter. That's just immersion-breaking.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Culise

  • Bay Watcher
  • General Nuisance
    • View Profile
Re: X-Com 2: REMOVE AYY
« Reply #1192 on: June 10, 2015, 10:39:08 pm »

Depends on how closely the other classes adhere to the originals.

Decker = Support (hacking specialization)
Mages = Psionics
Adepts = Assault...maybe?

Shaman conjurations are a bit trickier, as are Snipers and Heavies from the other side.  Shamans could probably be built by tweaking the rigger drone into spirits with different types of bonuses, though, and Snipers and Heavies could be weapons specialists of various types.  Face doesn't really feel like it'll fit in, either, but that's less surprising.  As the Commander, you're likely the Face.
« Last Edit: June 10, 2015, 10:41:03 pm by Culise »
Logged

MetalSlimeHunt

  • Bay Watcher
  • Gerrymander Commander
    • View Profile
Re: X-Com 2: REMOVE AYY
« Reply #1193 on: June 10, 2015, 10:54:22 pm »

I definitely foresee a Shadowrun mod, this is pretty much made for the combat side of it. Now, the social side and any kind of depth to the Matrix would require full conversion.
Logged
Quote from: Thomas Paine
To argue with a man who has renounced the use and authority of reason, and whose philosophy consists in holding humanity in contempt, is like administering medicine to the dead, or endeavoring to convert an atheist by scripture.
Quote
No Gods, No Masters.

miauw62

  • Bay Watcher
  • Every time you get ahead / it's just another hit
    • View Profile
Re: X-Com 2: REMOVE AYY
« Reply #1194 on: June 11, 2015, 07:22:14 am »

This thread is getting out of control.
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

puke

  • Bay Watcher
    • View Profile
Re: X-Com 2: REMOVE AYY
« Reply #1195 on: June 11, 2015, 07:31:31 am »

Bring it back on topic. 

Got any experience modding the Unreal Engine?  It sounds like this won't be as simple as editing text files, I've never used their SDK so I'm not sure what's involved.
Logged

Hawk132

  • Bay Watcher
    • View Profile
Re: X-Com 2: REMOVE AYY
« Reply #1196 on: June 11, 2015, 07:33:51 am »

For those who liked the "Watch the Skies" megagame - the SU&SD guys participated in another game of "Watch the Skies".

Here are the links: 1 2
Logged
Perplexicon: A New Arena - Abandoned, but feel free to give it a read.

Digital Hellhound

  • Bay Watcher
    • View Profile
Re: X-Com 2: REMOVE AYY
« Reply #1197 on: June 11, 2015, 08:14:31 am »

For those who liked the "Watch the Skies" megagame - the SU&SD guys participated in another game of "Watch the Skies".

Here are the links: 1 2

I would love to take part in something like this. Seems like just my kind of thing. Gotta read up if there's anything similar organized here.
Logged
Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. ˇNo parmesan!

TempAcc

  • Bay Watcher
  • [CASTE:SATAN]
    • View Profile
Re: X-Com 2: REMOVE AYY
« Reply #1198 on: June 11, 2015, 08:26:37 am »

We are doomed if the first alien species we meet is hostile and gets access to our internet.

Quote from: Our Unwelcomed Alien Overlords
Alien Advisor: My liege, we have found the key to completely disable the humans and throw them into insanity and confusion!

Alien Overlord: Alas! Tell me, servant.

Alient Advisor: SNAKE. BOOBS.

Alient Overlord: EGADS! Fire up the gene labs!
Logged
On normal internet forums, threads devolve from content into trolling. On Bay12, it's the other way around.
There is no God but TempAcc, and He is His own Prophet.

Zangi

  • Bay Watcher
    • View Profile
Re: X-Com 2: REMOVE AYY
« Reply #1199 on: June 11, 2015, 08:44:57 am »

We are doomed if the first alien species we meet is hostile and gets access to our internet.

Quote from: Our Unwelcomed Alien Overlords
Alien Advisor: My liege, we have found the key to completely disable the humans and throw them into insanity and confusion!

Alien Overlord: Alas! Tell me, servant.

Alient Advisor: SNAKE. BOOBS.

Alient Overlord: EGADS! Fire up the gene labs!

To be fair, they only need to put boobs on any other creature that don't have boobs to begin with.
Logged
All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation
Pages: 1 ... 78 79 [80] 81 82 ... 469