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Author Topic: X-Com Chimera Squad  (Read 735461 times)

Andres

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Re: X-Com 2: Aesop's Fables For Humanists
« Reply #1725 on: July 06, 2015, 06:31:35 am »

I personally don't like the snake tongue. It's frogs that have those kinda tongues. Snakes only use theirs for tasting the air.
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Sean Mirrsen

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Re: X-Com 2: Aesop's Fables For Humanists
« Reply #1726 on: July 06, 2015, 06:36:33 am »

I personally don't like the snake tongue. It's frogs that have those kinda tongues. Snakes only use theirs for tasting the air.
Frogs.... and chameleons. The Viper has an ensnare ability. EW Seekers can turn invisible. The math here looks troubling...
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Chiefwaffles

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Re: X-Com 2: Aesop's Fables For Humanists
« Reply #1727 on: July 06, 2015, 06:49:24 am »

I'm willing to bet that at some point in the story, you have to find a special part for your ship to allow it to get to the final battle/whatever.

"If we raid Mars and defeat the Uber-Uber Ethereal, we'll be able to win the battle! But first, we need the Spatial-Discombobulator! I guess you have to raid all these sites and do all these VIP missions to curry favor with the groups that have it, or find it yourself."
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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!

Darkening Kaos

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Re: X-Com 2: Aesop's Fables For Humanists
« Reply #1728 on: July 06, 2015, 06:50:04 am »

I personally don't like the snake tongue. It's frogs that have those kinda tongues. Snakes only use theirs for tasting the air.
Frogs.... and chameleons. The Viper has an ensnare ability. EW Seekers can turn invisible. The math here looks troubling...

   You might be right, but frog/chamleon bʘʘbs won't get the gamerz or fanboys fired up as much as 'snehk bʘʘbs'.
(or, more likely, I don't go to the right web sites)
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Re: X-Com 2: Aesop's Fables For Humanists
« Reply #1729 on: July 06, 2015, 06:53:35 am »

I'm willing to bet that at some point in the story, you have to find a special part for your ship to allow it to get to the final battle/whatever.

"If we raid Mars and defeat the Uber-Uber Ethereal, we'll be able to win the battle! But first, we need the Spatial-Discombobulator! I guess you have to raid all these sites and do all these VIP missions to curry favor with the groups that have it, or find it yourself."

I was thinking something more mundane, like coordinates.
Or maybe passcodes for their AA defenses.
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IronyOwl

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Re: X-Com 2: Aesop's Fables For Humanists
« Reply #1730 on: July 06, 2015, 06:57:21 am »

Y'know, the only major issue I have with the "Guerilla Warfare" thing XCOM 2 is gonna be doing is well...what is the end game gonna be like? I mean do you sorta transition back to XCOM 1 level resources throughout the game or what? How exactly does XCOM "win" in this scenario? Because it sure doesn't seem likely they'll full on kick the ayys out and pull the temple mission thing.
This might depend in part on why XCOM and ADVENT are still around in the first place. Other than assumptions based on the first game, we really don't know what ADVENT wants or why XCOM wants to stop it, so knowing how either side "wins" is kind of tricky.

That said, acquiring macguffins to ride into space for a super final ultimate battle sounds likely for mechanical reasons. And because riding an atomic bomb into the enemy's fortress in space sounds like something Ayy Qaeda would do.
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KingofstarrySkies

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Re: X-Com 2: Aesop's Fables For Humanists
« Reply #1731 on: July 06, 2015, 01:12:27 pm »

ADVENT is the Aliens, right?
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EnigmaticHat

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Re: X-Com 2: Aesop's Fables For Humanists
« Reply #1732 on: July 06, 2015, 02:10:39 pm »

Y'know, the only major issue I have with the "Guerilla Warfare" thing XCOM 2 is gonna be doing is well...what is the end game gonna be like? I mean do you sorta transition back to XCOM 1 level resources throughout the game or what? How exactly does XCOM "win" in this scenario? Because it sure doesn't seem likely they'll full on kick the ayys out and pull the temple mission thing.
This might depend in part on why XCOM and ADVENT are still around in the first place. Other than assumptions based on the first game, we really don't know what ADVENT wants or why XCOM wants to stop it, so knowing how either side "wins" is kind of tricky.
One of the interviews they said that there would be an "inciting incident" for the game, that they weren't going to tell us about.
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scriver

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Re: X-Com 2: Aesop's Fables For Humanists
« Reply #1733 on: July 06, 2015, 04:26:23 pm »

"For" the game? In the game? About the game? Loose the Game?
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Sonlirain

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Re: X-Com 2: Aesop's Fables For Humanists
« Reply #1734 on: July 06, 2015, 04:44:58 pm »

Well if the "advent" website "hacking" is to be believed advent kidnaps people and gene therapy is a trojan horse of some kind.

My guess is that humans that undergo it basically join the aliens on the same principles as the other races in the collective mostly removing most of their individuality.
Most but not all. For example in EW mutons apparently have tribal tatoos so they still cultivated their warrior customs even under the alien rule.
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EnigmaticHat

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Re: X-Com 2: Aesop's Fables For Humanists
« Reply #1735 on: July 06, 2015, 05:01:51 pm »

"For" the game? In the game? About the game? Loose the Game?
For the game's plot.  The phrase "inciting incident" specifically refers to an event that kicks off a story.  Like Frodo being given the One Ring or Luke's family being murdered.
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scriver

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Re: X-Com 2: Aesop's Fables For Humanists
« Reply #1736 on: July 07, 2015, 01:29:55 am »

Oh, I read it as "exciting incident" in my head. I assumed you were still talking about endgame/campaign/plot goals.


ADVENT is the Aliens, right?

Yes. But also humans.
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Neonivek

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Re: X-Com 2: Aesop's Fables For Humanists
« Reply #1737 on: July 07, 2015, 01:52:36 am »

Oh, I read it as "exciting incident" in my head. I assumed you were still talking about endgame/campaign/plot goals.


ADVENT is the Aliens, right?

Yes. But also humans.

I actually find that to be the game's HUGE cop out to eliminate any moral ambiguity the game COULD have by just having these be honest security guards or... I don't know... the police!

Of COURSE they couldn't be human... they have to be some sort of EVIL alien hybrid of evilness!

If they actually make aliens inherently evil in this... I will be sliiightly miffed given even the original game had some ambiguity.
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Chiefwaffles

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Re: X-Com 2: Aesop's Fables For Humanists
« Reply #1738 on: July 07, 2015, 02:12:36 am »

So far it looks like the same level of "ambiguity" if not more as in XCOM1.

In XCOM1, the aliens had a reason for "invading you". But despite this, they still dissected and experimented on civilians as well as slaughter the populaces of cities. That's not very ambiguous. In XCOM2, they're providing a stable lifestyle to the civilians inside their cities, yet they still abduct and experiment on some of the said civilians.

Both are pretty evil, but I'd say that one's less evil than the other.
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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!

Egan_BW

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Re: X-Com 2: Aesop's Fables For Humanists
« Reply #1739 on: July 07, 2015, 02:16:01 am »

Keep in mind so far ADVENT is only abducting people according to XCOM. you know, the guys who blow up statues in public places on holidays.
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