X-COM: TERROR FROM THE DEEP
So here it is folks, a true blast of madness from the past. Behold a game so cruel and unforgiving that even DF players fear to set foot in its unholy waters...
But there comes a challenger! True, he is a neophyte of all things X-COM, but he maintains that this merely makes things more interesting! It also provides an excuse for taking all the help he can get.
However, even with his spreadsheets and his auxiliary programs and his shameful tactics, is there any hope for survival against the dreaded Tentaculat? Will even the bravest aquanauts be able to withstand the horror of the perverse and mind-rending nature of two-part alien colony missions? And is it possible for the world to survive even a day in the face of the almighty LOBSTERMAN?
Well, if anybody's gonna do it, might as well be someone who's never played the damn thing before. Woohoo.
So this is it lads! Terror from the Deep, the missing link of X-COM LP's. Your host is the witty, intelligent, handsome and most of all modest Kagus, someone who has neither done an LP before nor played TFTD. I think I know most of the basics, but we'll just have to see about that now won't we?
Now, next item of business... I *am* going to need help playing this. It is, after all, a ranking member of Most Brutal Games in History, placing right around Roman gladiatorial combat on the list. The question is, of course,
how much help am I going to be getting? That's where you, the participant, comes in.
I will be running with XComUtil, which automatically tweaks some things, including the subs. This makes the intermediary subs such as the Manta and Hammerhead actually worthwhile, as they are now indeed steps up instead of merely to the side. This is important, as nabbing a Lobsterman commander may prove a little tricky.
Speaking of which, I *will* be viewing a full page of research warnings and recommendations, so that I don't end up hanging myself from TFTD's unforgiving tech tree. Difficulty is a giant armored baboon with laser cannons for eyes, not an honest mistake that can make the entire game unwinnable without you knowing it.
Also, XComUtil's functions make the game difficulties live up to their names a little more, so we have to choose between beginner or normal, rather than just going for beginner (hey, I'm new to this! Gimme a few more breaks).
Now, on to the optional changes that XComUtil provides...
(1) Improved TanksThis option beefs the standard tank design (in this case, Coelecanths) to have the same armor, health and speed of the later designs. This is a significant change, as now the only improvements of the later-game tanks would be the improved weaponry and flight. I'm fine with either choice. Having weaker tanks would make slightly more sense, particularly from a roleplaying perspective, but having tougher tanks early on can make a big difference when you don't have much in the way of useful weaponry.
(2) Improved WeaponsThis is essentially just a Gauss buff in TFTD. Gauss weapons have had their damage ramped up and their ammo requirements removed, thus making them actually
more powerful than laser technology (not taking into account damage type resistances/vulnerabilities, in which case laser still wins). Clips still have to be researched, but serve no purpose other than advancing the tech progression.
(2.b) To Gauss Or Not To GaussIf we're not going with improved Gauss, I'd like to know if we should skip Gauss tech entirely. It's not particularly effective, especially in the late game (holy hell, 80% damage resistance? Bugger this), and lacks the unlimited ammo of laser tech. However, it still provides a semi-useful automatic fire capability early in the game. But since we'll acquire sonic technology after the very first battle, this is a tricky choice to make, as research time could potentially be better spent figuring out other things.
(3) Improved BaseThis alters the starting base so that it has a more defensible layout, 50 scientists and 20 technicians, a scanner upgraded from short-range to long-range, and an alien containment unit. This is an obvious and significant early-game boost, and is essentially cheating. If we decide not to go with this, then I'll use the option of the "alternate base", which changes nothing but the layout (making it somewhat more defensible).
(4) Captured Alien ResearchThis option is a doozy. It greatly increases the amount of time required for research projects, making everything take much, much longer. However, captured aliens such as medics, engineers, navigators and so on that are captured will result in significant decreases in the amount of research needed in "related subjects" (e.g., an Aquatoid engineer would aid significantly in the development of advanced USO construction technologies). This is somewhat sensible from a roleplay aspect, but also happens to be a balls-tastic difficulty increase. It's also somewhat wonky, due to it being a hacked feature that the game is not entirely familiar with.
(5) I Don't MindAhh, Mind Control. Or Molecular Control as it is referred to by TFTD, but that doesn't exist because it is a silly and unnecessary "retexturing" of a word and is from now on declared non-canon. Anyways, XComUtil provides an option to turn off Mind Control. Completely. Neither X-COM nor the aliens can utilize MC in any way. Considering the incredible power wielded by a trained group of Psi-Soldiers, this is indeed a double-edged sword. Again, up to you to decide.
(6) OtherHere we have various choices, such as being able to randomize battlescapes and USO layouts. I'm leaning towards not using this, but if you really want to have randomized terrain then make it clear in a post.
And that should just about do it. If you have any other thoughts or comments, feel free to share them. I'll leave the choices up for a while, and get started tomorrow on the real deal.
We should also start thinking about where to put our base...