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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969826 times)

Dohon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #540 on: January 17, 2012, 05:14:40 pm »

True, XCOM difficulty in the past threw a spanner in the RP thing if you ask me. I renamed my meatsh ... troopers, meaning family, friends and other peeps got splattered all over the place. The same thing might happen in the new XCOM, but at least I can make the name database go a little bit further. Not easy renaming 14 rookies after a terrible operation, you see. At least here, I just lose about 4 after a bad operation. At least in the beginning.

I also believe that you can just hire soldiers from a pool. You get a few (or a whole lot) in there, with random names and what not. But if you want to customize them further, you can. Best of both worlds.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #541 on: January 17, 2012, 05:28:21 pm »

Would certainly make LPs enjoyable.
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dogstile

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #542 on: January 17, 2012, 05:42:43 pm »

"This is Paul. Paul is my best friends dad, we'll hopefully be seeing a bit more of-"

*screenshot of Paul being mauled*

"...This is Fred, Fred is replacing Paul..."
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my champion is now holding his artifact crossbow by his upper left leg and still shooting with is just fine despite having no hands.
What? He's firing from the hip.

Jake

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #543 on: January 17, 2012, 05:43:31 pm »

True, XCOM difficulty in the past threw a spanner in the RP thing if you ask me. I renamed my meatsh ... troopers, meaning family, friends and other peeps got splattered all over the place.
This would be why PC Zone's website already had an article tag for "graphically murdering the staff" when they did that DF Let's Play...
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

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Strange guy

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #544 on: January 17, 2012, 06:37:36 pm »

Would certainly make LPs enjoyable.

High mortality rate and large squads makes sure you get anyone who wants one a X-Com operative. I think the original is just about right for lets plays, especially if you are prepared to name new troops after dead ones where appropriate.
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Ozyton

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #545 on: January 17, 2012, 06:54:41 pm »

M14 in this game? Hooray =3

One of the reasons I kinda like the way Xenonauts is doing things is that they're using actual weapons to begin with, rather than the spess mureen rifle that the original X-Com seemed to start you with. Going from modern weapons to better, fictional ones seems like a good idea to me, gives a sense that your research is actually improving above and beyond what you could do in the past beyond just more hit dice or whatever.

Aqizzar

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #546 on: January 17, 2012, 07:21:42 pm »

the spess mureen rifle that the original X-Com seemed to start you with.

I pity the spess mahreen that got stuck with that crappy semi-auto zip-gun.  It couldn't hit the broad side of a barn from ten steps away, and had the penetration power of a stiff breeze.

I actually dislike the idea of a videogame namechecking real guns, because it turns their forums into a giant sperglord turf war over people who insist they know how the gun would really handle, completely ignoring the cartoony presentation of the setting.
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Vibhor

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #547 on: January 17, 2012, 09:04:28 pm »

I think I know why you might start out with only 4 guys, it might be you don't start out with a Skyranger-esque craft, and you only have access to the interceptor.
Interceptor is a jet fighter. It cannot carry jackshit.
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Blargityblarg

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #548 on: January 17, 2012, 11:34:57 pm »

I think I know why you might start out with only 4 guys, it might be you don't start out with a Skyranger-esque craft, and you only have access to the interceptor.
Interceptor is a jet fighter. It cannot carry jackshit.

Modified, mansized missile tubes. XCOM, DEPLOY!
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #549 on: January 17, 2012, 11:54:59 pm »

the spess mureen rifle that the original X-Com seemed to start you with.

I pity the spess mahreen that got stuck with that crappy semi-auto zip-gun.  It couldn't hit the broad side of a barn from ten steps away, and had the penetration power of a stiff breeze.


Actually they were pretty accurate, rifle's aimed shot was as good as heavy plasma's.
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Kilroy the Grand

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #550 on: January 17, 2012, 11:57:51 pm »

I think I know why you might start out with only 4 guys, it might be you don't start out with a Skyranger-esque craft, and you only have access to the interceptor.
Interceptor is a jet fighter. It cannot carry jackshit.
Actually it could carry 6 guys.
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*pew* *blam* "Aughgghggurglegurgle..." *slither* *slither* *pit* *pat* *tap* *click-click* *BOOM* "Aiiieeegurgle gurgle..."
X-com meets Dwarf Fortress

Sowelu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #551 on: January 18, 2012, 12:11:48 am »

Not unless you modded (pretty common mod though).

And yeah, rifle aimed shot = a very good recruit could nail someone at least 3/4 of the time from across the map.
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #552 on: January 18, 2012, 12:27:54 am »

Not unless you modded (pretty common mod though).

And yeah, rifle aimed shot = a very good recruit could nail someone at least 3/4 of the time from across the map.

Distance never meant a thing in X-COM.
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Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #553 on: January 18, 2012, 02:30:40 am »

Yes it did.  Bullets would deviate over a distance and the closer you were the more like a "miss" would end up hitting anyway.  Of course that only really mattered for point blank range, but still.

Aqizzar has a very good point.  There's nothing more annoying than a fifteen year old who played Call of Duty and thinks he's an expert on guns.
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Vibhor

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #554 on: January 18, 2012, 04:07:21 am »

I think I know why you might start out with only 4 guys, it might be you don't start out with a Skyranger-esque craft, and you only have access to the interceptor.
Interceptor is a jet fighter. It cannot carry jackshit.
Actually it could carry 6 guys.
That is still more than the current 4 that is supposed to be the limit. That means your argument is partly incorrect.
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