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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 972145 times)

Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6465 on: September 17, 2013, 03:19:40 pm »

It's simple, XCOM researched shield technology even before the aliens arrived. The only problem is it's faulty. Really, really faulty. So faulty it never works when it matters. They just put it on their soldiers out of tradition and an excuse to dump money into shield technology hoping they will eventually discover how to make better shields.
So that's where all the funding has been going.

Why else would the single line of defense against an alien invasion be getting 50$/month funding?  :P
I've always interpreted the currency in the game to be representative of more. Like say, 1 Unit of the currency equals, say 1000000 USD.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6466 on: September 17, 2013, 03:20:43 pm »

Me too. There's no way a badass jet fighter costs $200 US
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6467 on: September 17, 2013, 03:40:09 pm »

Maybe the US just did a very, very good job deflating the currency.
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6468 on: September 17, 2013, 03:40:49 pm »

As we have discussed before, the credits (which do not use a dollar symbol at all) are probably more representative of the massive resources being contributed to X-Com by the member nations. Things that have any kind of reasonable cost just have infinite quantities.

Interceptors are the absolute top-of-the-line so-bleeding-edge-we're-not-sure-it-won't-explode jet fighter, medkits can instantly stymie near-fatal wounds to the point that the recipient can usually keep fighting even when the actual medical treatment takes the better part of a month. SCOPEs are the Future Solider AR that dozens of TV shows have been made predicting, being deployed in 2015. It's all the kind of stuff you pour immeasurable resources into making functional for X-Com, the... "world's finest".
« Last Edit: September 17, 2013, 03:43:57 pm by MetalSlimeHunt »
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6469 on: September 17, 2013, 04:05:25 pm »

Given how many shots my guys have missed from about a meter away, I wonder about the 'world's finest' at times.

Seriously. And the panicking because a buddy got shot, followed by shooting that buddy in the face because you panicked. On a bright sunny day, with absolutely no reason to think that your buddy was an alien.
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6470 on: September 17, 2013, 04:18:02 pm »

Well you only get funding from 1 country at the start and you have to make and launch your own satellites it's pretty obvious the council just have XCOM as some UN no-hope plan.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6471 on: September 17, 2013, 04:21:40 pm »

You get funding from the Council, plus a bonus stipend from the country you start in.
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10ebbor10

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6472 on: September 18, 2013, 12:49:43 am »

Just putting stuff together

1) Everyone seems panicky near aliens. Civilians forget to run away, military personal is completely ineffective, and even the anti alien squad panics constantly.
2) Sectoids and other aliens are psychic
3) You can make units panic using psychic abilities.

==> The aliens have some latent psychic panic field surrounding all their units.
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Ibid Straydrink

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6473 on: September 18, 2013, 01:51:55 am »

Just putting stuff together

1) Everyone seems panicky near aliens. Civilians forget to run away, military personal is completely ineffective, and even the anti alien squad panics constantly.
2) Sectoids and other aliens are psychic
3) You can make units panic using psychic abilities.

==> The aliens have some latent psychic panic field surrounding all their units.

No, it's their ability to manipulate dark energy, which not only affects physical-energy patterns (such as thought), but partitions time and space into seemingly arbitrary, turn-based segments!

...This is bigger than... everything.
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baruk

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6474 on: September 19, 2013, 04:44:37 am »

 My first attempt at a classic ironman game, and this just happened (2nd terror mission):
Spoiler (click to show/hide)
Sweet Jesus I'm boned.
Spoiler (click to show/hide)
« Last Edit: September 19, 2013, 07:27:31 pm by baruk »
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Lightningfalcon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6475 on: September 19, 2013, 05:40:31 am »

My first attempt at a classic ironman game, and this just happened (2nd terror mission):
Spoiler (click to show/hide)
Sweet Jesus I'm boned.
Spoiler (click to show/hide)
Well at least you got that tactical nuke.  So long Berlin, nice knowing ya. 
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baruk

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6476 on: September 19, 2013, 07:03:47 am »

 I.. did not expect this. In the midst of our dashing for the skyranger tactical withdrawal, our alien foe makes a heinous positional error:
Spoiler (click to show/hide)
We mopped up the rest by bravely sniping from the evac zone:
Spoiler (click to show/hide)

Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6477 on: September 19, 2013, 09:17:59 am »

Wow, that's awesome.
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Ibid Straydrink

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6478 on: September 19, 2013, 02:53:19 pm »

That always happens in that scenario. :P
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CognitiveDissonance

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6479 on: September 19, 2013, 03:02:11 pm »

I have been thinking on this a lot. I really enjoy the added challenges of I/I but I also learned that the "only" acceptable strategy is creep around the edges and abuse the spotting mechanic.

That is incredibly unfun to me. I can accept such enough things in MMO's, but not in an AAA tactical game.


Baring dumb luck, is it plausible to play I/I without THE CREEP? :( As it stands, it's ruining my desire to play the game. Especially with UFO:AI, Xenonauts etc around.
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