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Author Topic: X-Com Chimera Squad  (Read 733762 times)

Chiefwaffles

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6345 on: June 14, 2017, 01:22:26 pm »

So, they aren't smart enough to be a faction... Thus they are a faction?

So can we count the doves as their own faction?
Logically, yes. The doves would be a neutral faction.
The Lost area not aligned with ADVENT or XCOM. They will attack both sides. They are in their own faction gameplay and lore-wise.
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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!

Neonivek

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6346 on: June 14, 2017, 01:25:19 pm »

Ok, this might be my opinion but. To be a faction you have to have a certain level of organization and intelligence.

They can be PART of a faction. Yet I am not sure they can BE a faction unless they have a hive mind.

So I am not sure if they are just using the term faction willy-nilly, OR if there is more to the zombies.

(Also no, the Doves are not a Neutral faction! They exert no will onto the proceedings)
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lordcooper

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6347 on: June 14, 2017, 01:30:13 pm »

 ::)
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Aklyon

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6348 on: June 14, 2017, 01:30:34 pm »

Can we target the doves with explosives?

If so, they're an enemy faction. If you get a friendly fire warning for trying, they might be neutral.
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Chiefwaffles

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6349 on: June 14, 2017, 01:34:09 pm »

Ok, this might be my opinion but. To be a faction you have to have a certain level of organization and intelligence.

They can be PART of a faction. Yet I am not sure they can BE a faction unless they have a hive mind.

So I am not sure if they are just using the term faction willy-nilly, OR if there is more to the zombies.

(Also no, the Doves are not a Neutral faction! They exert no will onto the proceedings)
There's something here...
Ok, this might be my opinion but. To be a faction you have to have a certain level of organization and intelligence.
Look deeper...
Ok, this might be my opinion but. To be a faction you have to have a certain level of organization and intelligence.
Huh.
Ok, this might be my opinion but. To be a faction you have to have a certain level of organization and intelligence.
I think I see the problem here.
my opinion

Fun fact: It is possible to have a wrong opinion. This is hyperbole, but you can say "in my opinion, the world is flat" and that'd be wrong. Opinions aren't exempt from reality!
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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!

Neonivek

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6350 on: June 14, 2017, 01:39:26 pm »

Can we target the doves with explosives?

If so, they're an enemy faction. If you get a friendly fire warning for trying, they might be neutral.

The explosives themselves are also part of a faction. A Neutral faction because explosions hurt anyone caught up in them.

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It is possible to have a wrong opinion

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Chiefwaffles

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6351 on: June 14, 2017, 01:40:54 pm »

Nope, explosives are a subset of XCOM's faction because there were fired by an XCOM soldier with an XCOM launcher. It wouldn't be called "friendly fire" if friendlies didn't exist for the projectile, after all.
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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!

Persus13

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6352 on: June 14, 2017, 01:41:17 pm »

Neonivek does have a point that the term faction usually refer to some sort of organization. Its just that the XCOM2 devs are using the term more loosely than that to clarify that this is something different from the ADVENT/Aliens and the new human ally factions.

At any rate, can you please not blow up the thread again.
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Neonivek

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6353 on: June 14, 2017, 01:43:12 pm »

Ok, thanks for the clarification.

I had no idea if the husks were somehow intelligent or if they were being loose with the term.
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Aklyon

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6354 on: June 14, 2017, 01:50:18 pm »

At any rate, can you please not blow up the thread again.
With neonivek or with xcom explosives?
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Rince Wind

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6355 on: June 14, 2017, 01:55:54 pm »

Explosives are fine, unless XCOM zombies are in the vicinity.
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somemildmanneredidiot

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6356 on: June 14, 2017, 01:57:40 pm »

Unless there's an intelligence behind the Lost that is being kept hushed up.
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Teneb

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6357 on: June 14, 2017, 02:16:13 pm »

Kinda weird the aliens would create something that couldn't be controlled like the Lost.
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MetalSlimeHunt

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6358 on: June 14, 2017, 02:18:53 pm »

Probably something that continues to do with the non-Ethereal threat that has been referenced but never seen pretty frequently.

Alternatively, it's a side effect and they had no idea that the completely standard Primitive Immobilization Fluid would cause zombification in humans after long-term exposure.
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misko27

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6359 on: June 14, 2017, 02:42:35 pm »

Kinda weird the aliens would create something that couldn't be controlled like the Lost.
Given the Chryssalids from the last game, it's not too unusual for the Aliens to make decisions with, unforeseen consequences.
Alternatively, it's a side effect and they had no idea that the completely standard Primitive Immobilization Fluid would cause zombification in humans after long-term exposure.
This is my bet, given they have some of those green goo pods. Finally, we might now know what the fuck those things are. Maybe those are the humans they never picked up during the "abduction" phase of the invasion, and eventually they break out and overrun the cities.

Alternatively, I could imagine universes in which it was intentional, or at least viewed as a positive externality. Hordes of zombies do have the effect of depopulating the non-ADVENT cities and making the ADVENT cities much more attractive by comparison. It forces humans to spread out and provides an excuse to build cities from the ground up with controlling the populace in mind. The Aliens might not have planned it, but seen it happening and said "Ok cool. Just make sure they stay in those cities and we're great."
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