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Author Topic: Let's Play X-Com, UFO Defense!  (Read 20830 times)

GlyphGryph

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Let's Play X-Com, UFO Defense!
« on: January 14, 2011, 11:27:57 am »

Because I want me some X-Com damn it, and I just found it it works perfectly well on Linux! (And its the only one that doesn't seem to running already.)

So, give me a name and preffered weapon. I'll try to give you backstories before you all die horribly. Note that I tend to run a numbers heavy game, so there will lots of mooks running around getting killed. If a mook gets promoted or otherwise proves useful, you guys will get him.

Also, I don't savescum, and I don't reload. You just better not dissapoint me!

Need
Name:
Preferences: (Weapon, gender, dominant stat)
Position: soldier, scientist, engineer or pilot

I'll take the first a full squad of people for now, but slots will open up quick I'm sure...

(Note it will be a few days before this gets rolling, as I'll be away for the holiday weekend)
« Last Edit: January 24, 2011, 12:59:03 pm by GlyphGryph »
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Mephansteras

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Re: Let's Play X-Com, UFO Defense!
« Reply #1 on: January 14, 2011, 11:37:49 am »

Voted Europe because its sensible. REALLY tempted to vote for Madacascar, though.

Anyway,

Name: Lucky
Position: Soldier
Role: Scout
Gender: Either is fine
Weapon: Best pistol available. Can also be given grenades and stun weapons
Stat: Reaction is most important, followed by Bravery, Action Points, and Firing Accuracy (in that order)
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Xombie

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Re: Let's Play X-Com, UFO Defense!
« Reply #2 on: January 14, 2011, 02:11:52 pm »

Name: BRO
Position: HWP/Launcher
Role: Tank/Scout
Gender: Tank
Weapon: Rocket Launcher!

Edit: also voted Africa because Europe is too easy.
« Last Edit: January 14, 2011, 02:21:19 pm by Xombie »
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breadbocks

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Re: Let's Play X-Com, UFO Defense!
« Reply #3 on: January 14, 2011, 03:14:47 pm »

NAME: Codec
POSITION: Sniper
ROLE: Supporting sniper. If he can see it, he can shoot it.
GENDER: Male
WEAPON: Best accuracy and longest range weapon available. Plus a medkit and stunrod for when those cheeky bastards decide to run away screaming.

MUST have VERY high Reactions and VERY high Shooting accuracy. Bravery and the 2 speed stats take 2nd priority. Strength gets 3rd priority.
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Phantom

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Re: Let's Play X-Com, UFO Defense!
« Reply #4 on: January 14, 2011, 05:35:42 pm »

Name: Phantom
Position: THE Sniper.
Role: Primary Sniper.
Gender: Male
Weapon: Lasers, and then Heavy Plasma.

Requires: Extremely high accuracy and bravery, and preferably a guy that looks like he's immune to Psi.
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GlyphGryph

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Re: Let's Play X-Com, UFO Defense!
« Reply #5 on: January 14, 2011, 06:13:56 pm »

Okay, sounds like a good starting team.

Now I just need to figure out how to make these thing respond properly - stupid inconsistant speed. I think I can fix the frame-rate though.

Remember, we start Tuesday, so you guys might want to start hashing out plans. Among them, the original base name.

Like all my x-com home bases, it will default to "AlienSmack" unless someone comes up with a better idea. ^_^
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Mephansteras

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Re: Let's Play X-Com, UFO Defense!
« Reply #6 on: January 14, 2011, 06:17:44 pm »

Deathtrap 1!

As for general plans, I say research laser pistols first. They're both useful and make good money if we sell them. Of course, if we really wanted to make money we could do Motion Scanners. Not all THAT helpful on the battlefield, but one of the more profitable items to make and sell.

Are you using any utilities?
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GlyphGryph

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Re: Let's Play X-Com, UFO Defense!
« Reply #7 on: January 14, 2011, 06:22:02 pm »

No, though I'm open to the idea.
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Mephansteras

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Re: Let's Play X-Com, UFO Defense!
« Reply #8 on: January 14, 2011, 06:40:29 pm »

You might want to. If nothing else, there are a few that fix some bugs in the game.

XcomUtil is the most commonly used. Although I like UFO Extender as well, since it makes Heavy Lasers both interesting and useful.

Anyway, check out the links on this page for details about them.

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"Let us maintain our chill composure." - Toady One

GlyphGryph

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Re: Let's Play X-Com, UFO Defense!
« Reply #9 on: January 14, 2011, 06:57:42 pm »

Extender is only for the CE edition, so thats right out.

I'll probably use the other one though.
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Archangel

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Re: Let's Play X-Com, UFO Defense!
« Reply #10 on: January 14, 2011, 08:04:32 pm »

Name: Fragbait
Position: Soldier
Role: Breacher
Gender: Either is fine, male preferred.
Weaponry: Best loadout for role.
Stat: Bravery.
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yamo

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Re: Let's Play X-Com, UFO Defense!
« Reply #11 on: January 14, 2011, 08:04:58 pm »

Name:  Tony Tononi

Turn ons:  Hand guns and hand grenades.
Turn offs:  Aliens who aren't All That But think that they are.

War Cry:  Oh no you didn't!
Bio:  Born in Jersey. Live 4ever!
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Azzuro

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Re: Let's Play X-Com, UFO Defense!
« Reply #12 on: January 14, 2011, 10:27:16 pm »

Name: Azzuro
Weapons: Pistol/Stunrod. Optionally a grenade.
Gender: Anything
Role: Breacher. Runs in and stuns aliens. Will pick stunning over shooting (so bad accuracy is fine).


Regarding base name and location, "AlienSmack" looks okay. I voted for Europe, but for a slightly more challenging game you can try the Middle East, around Saudi Arabia. UFOs won't decelerate much over the area, so you'll have to tail them as far as possible to their mission zone.

As for research, it depends on what kind of game you're playing. If you want a quick game, skip laser weapons for medikits and research the plasma weapons when you recover it. If you're looking for a slower game, research laser weapons up to the rifle, than switch over to armor and medikits later. Medikits are almost useless without armor, as most soldiers die in one hit. Whatever the case, more scientists are always better, so try to have at least 20 by month's end. Feel free to sell off extraneous stuff like UFO power sources, navigation, alien corpses, etc - they can be recovered easily and won't need to be researched for quite some time. Also, build Alien Containment on the very first day - getting a navigator is crucial to success.

About starting plans, just sell off useless stuff and buy useful stuff in the first few days. Swap the Interceptor cannons and Stingrays for Avalanche missiles, but be careful not to leave them unarmed in the meantime. Buy stunrods and flares immediately, because they are good for night missions. If you want, you can start rearranging the base, but I've gone entire games leaving my base in that indefensible position.
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breadbocks

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Re: Let's Play X-Com, UFO Defense!
« Reply #13 on: January 15, 2011, 03:21:50 am »

Beeline for laser rifles. If you get lucky, you should have the standard mooks armed with laser pistols by the first conflict. If you have laser rifles done before the first fight, where you get more useful stuff to research, grab medkits.
Also, XComUtil is a must. http://ufopaedia.org/index.php?title=XcomUtil
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Tarran

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Re: Let's Play X-Com, UFO Defense!
« Reply #14 on: January 15, 2011, 03:34:08 am »

Name: Tarran
Preferences: Accurate Strong male armed with a rocket launcher (because, personally, I think rocket launchers need more attention). If we ever get in touch with a Blaster Launcher, go ahead and equip me with one.
Position: Soldier, of course.
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Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.
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