Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 46 47 [48] 49 50 ... 63

Author Topic: Ethereals : XCOM Arms Race  (Read 65898 times)

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #705 on: February 19, 2018, 04:49:07 pm »

Quote
Our plasma pistol is an effective sidearm but hindered at long ranges. Fortunately the improved strength of our sectoids enables the use of heavier weaponry. This model has been extended into a full-blown rifle, making it both more accurate and more powerful. As a result its effectiveness at longer ranges should be increased significantly. Slots have been included above and below the barrel for any additions such as sights or grenade launchers we may later develop.
Hard : 4 + 3 -1 = 6 Above Average

The plasma rifle is an effective and powerful weapon, building on the earlier plasma pistol. Beam intensity and coherence have been significantly increased, giving the weapon far greater effective range and greater stopping power. It retains the relatively high fire rate from the plasma pistol, and an enlarged elerium power cell gives it plenty of ammunition. In addition, slots are provided for any potential future modification. Currently, that is limited to a simple scope.

Quote
Craft: 1 Medium Scout, 1 Small Scout, 1 Medium Fighter ((6 Unit Storage))
Units: 1 ( Free) Infiltrated Skin Crawlers, 1 (Free) Sectoid, 2 Skin Crawlers, 1 Sectoid, 1 UP Scout Drone
Equipment: 1 AAA Missile on Medium Fighter, 1 AAA Missile on Medium Scout
Destination: Australia
Mission Type: “Rescue Contact’s Relative”

With a thunderous roar, another elerium mortar shell rips through the refinery. Fire and smoke hide the carnage of the fighting, shrouding the battlefield in a suffocating haze. A few seconds later, another shell impacts in the distance, tearing down more of the refinery. In the distance, gunfire erupts, firing at some mysterious targets moving through the mist, before falling silent again. A few seconds later, bolts of plasma fly in the other direction, followed by hastily silenced screams.

Whatever the kidnappers attempted to accomplish, it's clear that they were not prepared for this. From the very start of the mission, when the Skin Crawlers infiltrated the facility (carrying the ransom), they've been outwitted at every step. In seconds, the team holding the hostage was slaughtered by the Skin Crawler claws. Before they could react to that, 2 UFO's dropped down from the skies, one of them immediately starting to pound the facility into ruins. When the rest of the aliens arrived, all they had to do was mop up a scattered, panicking force.

But unfortunately, things can never be that neat. A (hastily destroyed) UAV shows that XCOM knows where you are, and with the entire UFO fleet concentrated, a concentrated response is to be expected.

Contact Mission : Success
Reward : 1 EP

XCOM's fighters are clearly something new. Far larger than the Raven, this new Talon aircraft is a menacing abomination of defiled technology. It looks like a large armored dart, retaining narrow wings despite the fact that the ship clearly has a salvaged grav wave generator. It's signature is all wrong, the arrays arranged to only allow max power in a forward, and being only narrowly capable of hovering in all other directions.  They also have salvaged an elerium powercore to keep it in the air, and attached as many missiles as could fit.

XCOM's interception force, consisting 2 of these new Jets (Talons) and 2 Skyrangers separate as they approach the battlefield. The Skyrangers drop down towards the burning refinery, ready to deploy forces. The Talons curve upwards, giving chase to the lone Medium Fighter. It is outnumbered, and outmatched. But it's mechanical is incapable of conceiving such a notion, and it has a new tricks up it's sleeve.

As the Talons close their distance, the Fighter ejects 2 spheres from it's hull. Though called a missile, the AAA is in many ways more similar to the Fighter that launched them, than to the primitive things that XCOM launches in response. Propelled by a simple grav drive, the twin spheres speed towards their target, each homing in upon a Talon fighter. Both attempt to dodge, but neither succeeds.

A powerful explosion engulfs both Talons, fueled by the Elerium in the missiles core. A shock wave of plasma slams into the vessels, tearing away missiles and a gun pods. As the plasma clears, both planes shows great holes torn into their stolen alloy armoring, revealing shattered ceramic beneath the slagged alloy. Not the shattered wrecks expected when the missiles was build, but the enemy did not escape unhurt. Their reactions are slower, their maneuvers less precise ; all indicative of damage sustained. But although they have been stripped of most of their weaponry, the crafts still fly.

The Medium fighter hasn't come of well either. Twelve missiles smashed into it's Defensive Plasma Wave, sending fragments smashing into the UFO. Many accomplished little more than scouring the hull, but a particularly large fragments managed to tear into a plasma cannon, depriving the UFO of most of it's remaining weaponry.  Even so, it fights on valiantly, but outnumbered and outgunned as it is all it does is delaying the inevitable.



On the ground, a completely different desperate battle develops as XCOM's forces are steadily whittled down by the advancing alien forces. Every time they stop running; attempt to stop and hold a defensible position, a mortar shells slams down on their position. The remnants of their skyrangers lie scattered through the factory, plucked from the sky by Elerium missiles.
 
Our forces advance on them, and would have killed them easily, were it not for the return of their 2 Talon's. Leaving hastily, our Small and Medium Scout shoot off into space, taken fire from the enemies railguns. However, with their systems damaged earlier, our forces manage to create sufficient distance before they can get in any lethal shots.

Loot : Exalt Captive Token

Spoiler: Equipment (click to show/hide)
Spoiler: PANIC METER (click to show/hide)

Design

Turn 8

Challenges : The Ethereals have decided to catalogue our enemies equipment. The side which manages to make the best description/analysis of a piece of enemy equipment may win a price. Judgment later

Month end : Gain 1 free VP; UP or EP point

Notes : Not happy with this update. Ask questions if you don't understand.

AABBCCDD
« Last Edit: February 20, 2018, 01:26:29 pm by 10ebbor10 »
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #706 on: February 19, 2018, 05:05:36 pm »

I mean, question 1: what does an EXALT Captive Token do for us?
Logged
Long Live United Forenia!

Failbird105

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #707 on: February 19, 2018, 05:15:57 pm »

Yes that. Also you forgot to list it under the resources.

As for our monthly point, I say we pretty much have to spend it on EP now that we have the missiles and a good gun.
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #708 on: February 19, 2018, 05:25:36 pm »

It's nice we aced the mission, shame our rifle costs EP though.

Decoy Drones
Utilising our high skill in automation (evidenced with our fighters, AAA and scout drones) these are space-capable drones approximately 2m3 and equipped with large ECM arrays, intended to make the drone appear much larger and more threatening on X-Com scanners. The drone is also fitted with a self-destruct mechanism, designed to make the vessel completely worthless to X-Com if somehow recovered. These drones should be buildable en-mass, and allow us to flood X-Com with false positives and provide our actual missions with defence in numbers. When deployed, the drone will follow a pre-plotted course across areas of Earth, intended to mimic an actual Alien operation.
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #709 on: February 19, 2018, 05:30:59 pm »

I mean, question 1: what does an EXALT Captive Token do for us?
It's a research token, like the human dna ones.
Logged

sprinkled chariot

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #710 on: February 19, 2018, 05:38:07 pm »

Psyocculum

Ethereals understand, that mind is above matter. And unlike primitive optical zoom systems relying on system of lenses, this one focuses wielder mental power to let him see not only far, but also to see through obstacles.
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #711 on: February 19, 2018, 05:38:44 pm »

I mean, question 1: what does an EXALT Captive Token do for us?
It's a research token, like the human dna ones.
Okay... but what does it help us research? Psionics?
Logged
Long Live United Forenia!

BBBence1111

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #712 on: February 19, 2018, 05:39:48 pm »

How have we failed to generate any panic at all so far (except that 1)? We need to suck less.

+1 on decoys.
Logged
Proud Juraki/Cannalan/Kasgyr/Ertexite/Karikhitan/Nogranian/Aratam Engineer.

sprinkled chariot

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #713 on: February 19, 2018, 05:44:03 pm »

Ehm, what about strapping cheap missile racks on decoys( so line skyranger gets !Fun!
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #714 on: February 19, 2018, 05:45:29 pm »

Ehm, what about strapping cheap missile racks on decoys( so line skyranger gets !Fun!
...at that point it's no longer a decoy, is it? The whole point is to make them as cheap and disposable as possible. Adding weaponry will drive up the cost.
Logged
Long Live United Forenia!

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #715 on: February 19, 2018, 05:47:57 pm »

How have we failed to generate any panic at all so far (except that 1)? We need to suck less.

+1 on decoys.

Try more wanton death and destruction.

I mean, question 1: what does an EXALT Captive Token do for us?
It's a research token, like the human dna ones.
Okay... but what does it help us research? Psionics?

So far, not much. EXALT hasn't really got any tech you can reverse engineer. 

But you mentioning psionics reminds me of something I forgot. Turns out the niece you rescued is a latent psionic of decent strength.
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #716 on: February 19, 2018, 05:54:42 pm »

Uh. So will EXALT continue to update our captive on their latest advancements, or is he locked in to his current useless state?

Anywaaay, yes, decoys are good. Maybe we can finally have another mission that XCOM doesn't intercept.

Quote from: Vox
Decoy Drones: (2) BBBence1111, NUKE9.13
Logged
Long Live United Forenia!

Failbird105

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #717 on: February 19, 2018, 05:57:04 pm »

put me on decoys. Also, maybe you could make a way for us to spend captives to learn things about EXALT operations? You know, since it wouldn't really make sense for them to improve with EXALT itself.
« Last Edit: February 19, 2018, 05:58:38 pm by Failbird105 »
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #718 on: February 19, 2018, 05:59:22 pm »

Quote from: Vox
Decoy Drones: (4) BBBence1111, NUKE9.13, Failbird, Kashyyk
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #719 on: February 20, 2018, 04:26:37 am »

Actually, there are things we can spend the captive on, now that I think about it. If Recruit Collaborators was not already nigh-perfect (it rolled a 7), we could use EXALT's experience with running underground movements to improve it. When we design an outpost-establishing mission, EXALT knowledge could help us ensure they can remain undetected. Would these be valid uses of the captive, ebbor?

As for our plan this turn- assuming we roll well enough on the decoys, I'm guessing they would cost 0.5VP (if they cost 1VP, they would obviously be useless). In that case, we could do a thing where we launch 4 real (small scout) missions, and 4 decoy missions, with all 8 masquerading as Medium Scouts. Obviously XCOM will realise that something is up, but what can they do?
I suggest we avoid Europe, and send two missions to each other continent- one real, one fake. I think we have enough UP/DNA right now, so it would be a good time to do some recruiting. We can afford to send one unit of Skincrawlers on each real mission (8-3=5UP), each equipped with Plasma Rifles (spending our month end point on EP), and two with backup Sectoids (2-1=1UP)

Thoughts?
Logged
Long Live United Forenia!
Pages: 1 ... 46 47 [48] 49 50 ... 63