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Author Topic: XCOM Arms Race II : Ethereals  (Read 19476 times)

RoseHeart

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Re: XCOM Arms Race II : Ethereals
« Reply #30 on: June 24, 2019, 03:43:51 pm »

Oh man.

Bootlegging Xenomorphs sound like a fun surprise for XCOM!
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NUKE9.13

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Re: XCOM Arms Race II : Ethereals
« Reply #31 on: June 24, 2019, 03:48:57 pm »

Tric, we absolutely need better shipyards. More VP makes our chances of success much higher.

It’s fair to not want to do reskinned drones, although I think there’s a little more to them than that- but I figure if it ain’t broke, you know? The scout drones were very effective last time, from an efficacy standpoint there’s nothing wrong with repeating what worked before. That said, I’d be fine with something else.

Also, I wasn’t assuming that Vortigaunts can’t use guns. But rather, pointing out that what makes them unique may not be so unique mechanically. Maybe if you made it so they could also use their powers to heal?
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Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #32 on: June 24, 2019, 03:53:07 pm »

Hmm, I'd be interested in doing the healing, but I don't really know how to describe that as working. That and I'm a little worried about them already being a bit too hard.

I'd also be fine with doing the Ophanim later, just not like, right away the same way we did last time.
« Last Edit: June 24, 2019, 03:56:01 pm by Failbird105 »
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Kashyyk

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Re: XCOM Arms Race II : Ethereals
« Reply #33 on: June 24, 2019, 04:01:34 pm »

Quote from: Votebox
Main Base Location
Mercury: (3) DoubloonSeven, Failbird, NUKE9.13
Asteroid Belt: ()
Earth-Sun L3: (1) Kashyyk
Neptune: ()

Secondary Bases
Asia:
India: (3) DoubloonSeven, NUKE9.13, Kashyyk
Japan: (1) TricMagic

South America:
Brazil: (1) DoubloonSeven

Africa:
Nigeria: (3) NUKE9.13, TricMagic, Kashyyk

Designs
Mercurial Shipyards: (4) DoubloonSeven, Failbird, NUKE9.13, Kashyyk
Ophanim: (4) DoubloonSeven, TricMagic, NUKE9.13, Kashyyk
Vortigaunt: (2) Failbird, TricMagic

Quote from: Alta-Terra Station
Sharing an orbit with Earth, our main base is perpetually situated on the opposite side of the sole star of this system, at Lagrange point 3. Whilst this point is "unstable" it is still far more efficient than a non-Lagrange point, requiring only slight velocity correction over time. The benefit of being perpetually occluded by the primitives' own star means that our base will be almost undetectable, whilst being outside of a gravity well removes the need to prepare ships for multiple atmosphere entries and exits, as well as fighting gravity itself.
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10ebbor10

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Re: XCOM Arms Race II : Ethereals
« Reply #34 on: June 24, 2019, 04:13:04 pm »

Hey, GM? Can Gordon Freeman and Adrian Shepherd be X-Com operatives? It'd be funny.

If you want to use your design to design something for XCOM, I guess I can't stop you. (I actually can).
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Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #35 on: June 24, 2019, 04:41:53 pm »

A lot of what I'm worried about with making the Ophanim is that doing it is going to start a pattern of us treading old ground. I just really want to do something new before we start repeating old tricks that the enemy has already seen.

Think about it this way. In the first game, our first two designs where an off-world main base, and a scouting drone unit that can stun people. In this game, it's looking as though our first two designs will be an off-world main base, and a scouting drone unit that can stun people. We do this and we'll be two designs towards re-playing the first game, and I could easily see the revisions going the same way.
« Last Edit: June 24, 2019, 04:53:17 pm by Failbird105 »
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TricMagic

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Re: XCOM Arms Race II : Ethereals
« Reply #36 on: June 24, 2019, 04:52:32 pm »

Quote
The best they can manage being touch based telepathy with each other, which is how they communicate, and receiving messages from the more Gifted in telepathy.

Mind using this for that part Failbird? Added on the ability to receive.

Doing both the Scouts and the Shock Trrops can serve us well. The Scouts paralyze, and the Vortigaunt can secure via their lightning. Both make good bases to some genetic editing. The Ophanim can reach a high Mind, and the Vortigaunt can be made extremely quick and deft Subdue specialists. It may even be possible for them to overcome their weakness to scramble the opponent's mind with an electrical/Psi field. Beyond that, their innate Psi-Wires can easily be modified to boost reflexes and enhance their speed or power.

Meanwhile, our basic aliens are likely to become our generalists. Even then, proper Psi-Wire implantation can also eventually boost their reaction time too.

General Forces, Scouts, Shock Troops. Might want infil specialists, what other types does a war need?

Hmm.. Psi-Wires could open up an Adaptive Camo and shape shifting.
« Last Edit: June 24, 2019, 04:56:11 pm by TricMagic »
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Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #37 on: June 24, 2019, 05:01:21 pm »

Quote
The best they can manage being touch based telepathy with each other, which is how they communicate, and receiving messages from the more Gifted in telepathy.

Mind using this for that part Failbird? Added on the ability to receive.

Doing both the Scouts and the Shock Trrops can serve us well. The Scouts paralyze, and the Vortigaunt can secure via their lightning. Both make good bases to some genetic editing. The Ophanim can reach a high Mind, and the Vortigaunt can be made extremely quick and deft Subdue specialists. It may even be possible for them to overcome their weakness to scramble the opponent's mind with an electrical/Psi field. Beyond that, their innate Psi-Wires can easily be modified to boost reflexes and enhance their speed or power.

Meanwhile, our basic aliens are likely to become our generalists. Even then, proper Psi-Wire implantation can also eventually boost their reaction time too.
Actually, I already did add the ability to receive, it's in the second sentence actually. Though I suppose I could split that first paragraph up to make it more obvious.

Quote from: Votebox
Main Base Location
Mercury: (3) DoubloonSeven, Failbird, NUKE9.13
Asteroid Belt: ()
Earth-Sun L3: (1) Kashyyk
Neptune: ()

Secondary Bases
Asia:
India: (4) DoubloonSeven, NUKE9.13, Kashyyk, Failbird
Japan: (1) TricMagic

South America:
Brazil: (1) DoubloonSeven

Africa:
Nigeria: (4) NUKE9.13, TricMagic, Kashyyk, Failbird

Designs
Mercurial Shipyards: (3) DoubloonSeven, NUKE9.13, Kashyyk
Ophanim: (5) DoubloonSeven, TricMagic, NUKE9.13, Kashyyk, Failbird
Vortigaunt: (2) Failbird, TricMagic
I do see where you're coming from on the scouts, and I guess I'm willing to switch to them if it means we're closer to not making the same two first turn designs we did in the first game.
« Last Edit: June 24, 2019, 05:06:54 pm by Failbird105 »
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RoseHeart

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Re: XCOM Arms Race II : Ethereals
« Reply #38 on: June 24, 2019, 06:53:41 pm »

Quote
Chryssalids are more effective at scaring people than killing trained soldiers.
*Hides my W/L record of first Chryssalid encounter*

I like the idea of using old XCOM units.

And just collecting a bunch of Earth dna to play SimLife.

Addit: Game Master... is within the bounds of the game to do something like, sample fossil DNA and implement extinct life in modern designs?
« Last Edit: June 24, 2019, 06:56:30 pm by roseheart »
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Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #39 on: June 24, 2019, 07:02:03 pm »

*Hides my W/L record of first Chryssalid encounter*

I like the idea of using old XCOM units.

And just collecting a bunch of Earth dna to play SimLife.

Addit: Game Master... is within the bounds of the game to do something like, sample fossil DNA and implement extinct life in modern designs?
What do you think about the idea of Vortigaunts
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RoseHeart

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Re: XCOM Arms Race II : Ethereals
« Reply #40 on: June 24, 2019, 07:05:57 pm »

Lukewarm at best, sorry.
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Doubloon-Seven

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Re: XCOM Arms Race II : Ethereals
« Reply #41 on: June 24, 2019, 08:12:14 pm »

I'd like to have Tripods as heavy weapons platforms. Maybe make them look like combine Striders? Could also be funny.
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Pavellius

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Re: XCOM Arms Race II : Ethereals
« Reply #42 on: June 24, 2019, 08:21:53 pm »

How about triffids?
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TheFantasticMsFox

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Re: XCOM Arms Race II : Ethereals
« Reply #43 on: June 24, 2019, 09:24:45 pm »


Quote from: Votebox
Main Base Location
Mercury: (4) DoubloonSeven, Failbird, NUKE9.13, TFF
Asteroid Belt: ()
Earth-Sun L3: (1) Kashyyk
Neptune: ()

Secondary Bases
Asia:
India: (54) DoubloonSeven, NUKE9.13, Kashyyk, Failbird, TFF
Japan: (1) TricMagic

South America:
Brazil: (1) DoubloonSeven

Africa:
Nigeria: (5) NUKE9.13, TricMagic, Kashyyk, Failbird, TFF

Designs
Mercurial Shipyards: (4) DoubloonSeven, NUKE9.13, Kashyyk, TFF
Ophanim: (6) DoubloonSeven, TricMagic, NUKE9.13, Kashyyk, Failbird, TFF
Vortigaunt: (2) Failbird, TricMagic
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NUKE9.13

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Re: XCOM Arms Race II : Ethereals
« Reply #44 on: June 24, 2019, 09:30:23 pm »

Hmm, I'd be interested in doing the healing, but I don't really know how to describe that as working. That and I'm a little worried about them already being a bit too hard.

I'd also be fine with doing the Ophanim later, just not like, right away the same way we did last time.
I mean, can’t the Vortugaunts use their powers to heal in HL2? Just say that they can release either destructive or restorative energy. I don’t see them being too hard even with that addition, and without it they aren’t unique enough, to my tastes.

Anyway, I get what you’re saying re:not repeating ourselves. I find it unlikely that last game’s actions will be repeated after we make contact with the enemy. But if you added healing, I could be persuaded to switch over to the Vorts.
I absolutely will not switch from the Shipyards, though, unless it’s to a different VP boosting design.
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