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Author Topic: X-Com Chimera Squad  (Read 737637 times)

Lightningfalcon

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Re: X-Com 2: REMOVE AYY
« Reply #1335 on: June 13, 2015, 05:44:08 pm »

I honestly doubt we'll get cybernetics or gene modding. Cybernetics in the sense of EW (MECs) don't really make much sense given the stealth atmosphere of the game. Large exosuits like that don't really lend well to stealth.
It counts as stealth if no one raises the alarm.  And no one can raise the alarm if there is no one to raise the alarm.
By the late game you are probably going to have to engage in larger battles without the need for stealth. Alternatively, you could use a MEC in a large frontal assault as a distraction, attacking the gates to a city in order to draw away patrols from the walls. 
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Flying Dice

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Re: X-Com 2: REMOVE AYY
« Reply #1336 on: June 13, 2015, 05:47:38 pm »

I honestly doubt we'll get cybernetics or gene modding. Cybernetics in the sense of EW (MECs) don't really make much sense given the stealth atmosphere of the game. Large exosuits like that don't really lend well to stealth.
It counts as stealth if no one raises the alarm.  And no one can raise the alarm if there is no one to raise the alarm.
By the late game you are probably going to have to engage in larger battles without the need for stealth. Alternatively, you could use a MEC in a large frontal assault as a distraction, attacking the gates to a city in order to draw away patrols from the walls.
Ah, the Tenno approach to stealth.
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Wimopy

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Re: X-Com 2: REMOVE AYY
« Reply #1337 on: June 13, 2015, 06:02:53 pm »

Twenty years have passed. I don't even know what was preventing us from using stealthier MECs before, but now... now you could combine ghost armour and the MEC suit.

And there simply has to be an assault on a base sometime or no progress would be made. A MEC also sounds like a good plan B option, if cover is blown and you need covering fire (just hide it in some alley somewhere).
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Chiefwaffles

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Re: X-Com 2: REMOVE AYY
« Reply #1338 on: June 13, 2015, 06:05:50 pm »

Also the fact that XCOM is more "undernonfunded ragtag group of rebels" instead of the old "inter-government task force" theme that was in EU/EW.

I highly doubt they'll be able to afford MECs now.
« Last Edit: June 13, 2015, 06:09:28 pm by Chiefwaffles »
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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!

Rolan7

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Re: X-Com 2: REMOVE AYY
« Reply #1339 on: June 13, 2015, 06:08:02 pm »

They'll be lucky if they can get tex-mex much less techs/mechs.
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Re: X-Com 2: REMOVE AYY
« Reply #1340 on: June 13, 2015, 06:47:01 pm »

They have a skyranger and a giant flying baseship. I see no reason they can't have MECs.
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Chiefwaffles

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Re: X-Com 2: REMOVE AYY
« Reply #1341 on: June 13, 2015, 06:49:29 pm »

Priorities.
The giant flying baseship is just a stolen alien craft.
The skyranger is understandably probably very expensive to make. But what's the point of MECs when you can't move them to a target?
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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!

Rolan7

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Re: X-Com 2: REMOVE AYY
« Reply #1342 on: June 13, 2015, 06:54:27 pm »

They have a skyranger and a giant flying baseship. I see no reason they can't have MECs.
Well...  They're "duct taping" scavenged attachments to their weapons and can't maintain a consistent uniform.  Their base of operations is a stolen cargo ship and the skyranger is essentially pre-war tech.  They're bringing long knives to gunfights.

But to be fair, they do have nifty floating drones.  It's possible they could cobble up some robotic body-mods, but I'm not betting on it though.  And it's hard to imagine them fielding MECs at all.  Just doesn't fit the new style, unless things change a lot in the endgame.

Gene therapy seems more likely, despite being the big evil alium tech.
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Lightningfalcon

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Re: X-Com 2: REMOVE AYY
« Reply #1343 on: June 13, 2015, 07:16:08 pm »

One mechanic that would be neat would be the option to target armories for the ability to gain heavy weapons, which could be used to build and arm heavy troops such as MECs.  They would likely be akin to targeting landed supply ships early on in Long War, being very risky, where even a success would include heavy casualties.  Launching an assault would require a lot of preparation. You would need to find someone who knows the location of an armory, and maybe even someone who works at one in some fashion. Then you would have to obtain access codes, or get powerful enough explosives that it wouldn't matter. Next you could launch a diversion to draw away guards, at the expense of making the guards that remain more alert, or launch a stealth assault to catch them unaware.  If you want to avoid attracting attention, you could try to sneak one or two operatives in, covering them with snipers, and just get a few light guns. Finally you have the option of doing a hot extraction with the skyranger or sneaking away into the city.  The hot extraction would allow you to carry away more supplies, but might require you to target anti-air sites, and spend money on repairs.  Running into the city would have you move less material, but would carry less risk.
Since you are no longer the reactionary force responding to alien attacks, you would have a lot more room for planning out assaults, and could pick and choose your targets.
Later in the game, it would be possible to just launch a straight up assault, using fighters to blast your way into the city.  Such as option would give the aliens time to respond, so in addition the the guards at the armory, you would also have an elite alien task force responding to you attack.
Such a raid would greatly heighten security across the region, making a second attack neigh on impossible until it lowers, and even then it would be significantly harder.  This would prevent you from just farming armories for weapons, and would make your choice of loot much more important.
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W-we just... wanted our...
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Chiefwaffles

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Re: X-Com 2: REMOVE AYY
« Reply #1344 on: June 13, 2015, 07:18:00 pm »

You know, I'm looking at the early EU thread for nostalgia based reasons, and it scares me how excited everyone was for the modding. Hell, the ideas there are almost the same as the ones came up with for XCOM 2.

I already know that people are getting a bit ambitious (modding is hard, no matter how welcoming the developers are), but it's (relatively) scary knowing that there's even a small chance that the modding will be completely underwhelming.
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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!

jocan2003

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Re: X-Com 2: REMOVE AYY
« Reply #1345 on: June 13, 2015, 07:48:14 pm »

One mechanic that would be neat would be the option to target armories for the ability to gain heavy weapons, which could be used to build and arm heavy troops such as MECs.  They would likely be akin to targeting landed supply ships early on in Long War, being very risky, where even a success would include heavy casualties.  Launching an assault would require a lot of preparation. You would need to find someone who knows the location of an armory, and maybe even someone who works at one in some fashion. Then you would have to obtain access codes, or get powerful enough explosives that it wouldn't matter. Next you could launch a diversion to draw away guards, at the expense of making the guards that remain more alert, or launch a stealth assault to catch them unaware.  If you want to avoid attracting attention, you could try to sneak one or two operatives in, covering them with snipers, and just get a few light guns. Finally you have the option of doing a hot extraction with the skyranger or sneaking away into the city.  The hot extraction would allow you to carry away more supplies, but might require you to target anti-air sites, and spend money on repairs.  Running into the city would have you move less material, but would carry less risk.
Since you are no longer the reactionary force responding to alien attacks, you would have a lot more room for planning out assaults, and could pick and choose your targets.
Later in the game, it would be possible to just launch a straight up assault, using fighters to blast your way into the city.  Such as option would give the aliens time to respond, so in addition the the guards at the armory, you would also have an elite alien task force responding to you attack.
Such a raid would greatly heighten security across the region, making a second attack neigh on impossible until it lowers, and even then it would be significantly harder.  This would prevent you from just farming armories for weapons, and would make your choice of loot much more important.
Screw you... now i want all that in game....... game spoiler shessh :)
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Aseaheru

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Re: X-Com 2: REMOVE AYY
« Reply #1346 on: June 13, 2015, 09:14:03 pm »

Quick, someone shove that idea at the game devs.
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etgfrog

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Re: X-Com 2: REMOVE AYY
« Reply #1347 on: June 13, 2015, 09:25:06 pm »

*: Final stand on Earth incoming? XCOM having to push back the invaders even the aliens couldn't beat? Alliance with the alien forces against the even greater alien forces? Maybe not this game, but it's coming. So much foreshadowing.
XCOM 3, you lost the guerrilla war, you now command forces against the ethereal's enemy.
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Chiefwaffles

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Re: X-Com 2: REMOVE AYY
« Reply #1348 on: June 13, 2015, 09:32:02 pm »

XCOM 4: You lost the battle against the ethereals' enemies. Now you have to create an ethereal rebellion.
XCOM 5: You lost that rebellion. You now, as the enemies of the ethereals, command your vast armada of races to fight a mysterious foe.
XCOM 6: You lost the war and are imprisoned to another dimension. Starting from nothing, you have to regather your forces and lead up a resistance.
XCOM 7: You lost that. Now you have to go back in time and help XCOM in XCOM1 win the war.
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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!

My Name is Immaterial

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Re: X-Com 2: REMOVE AYY
« Reply #1349 on: June 13, 2015, 09:50:47 pm »

XCOM 4: You lost the battle against the ethereals' enemies. Now you have to create an ethereal rebellion.
XCOM 5: You lost that rebellion. You now, as the enemies of the ethereals, command your vast armada of races to fight a mysterious foe.
XCOM 6: You lost the war and are imprisoned to another dimension. Starting from nothing, you have to regather your forces and lead up a resistance.
XCOM 7: You lost that. Now you have to go back in time and help XCOM in XCOM1 win the war.
XCOM 7 is really just a HD remake of XCOM 1.
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