12-22-2012, 10:11 AM
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5000 posts and I'm gone
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Join Date: Jun 2007
Location: Toronto, ON
Pronouns: he/him
Posts: 4,873
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Blaster Launchers in frickin January. Geez, well, welcome back.
If you aren't familiar with X-Com, let me tell you about Blaster Launchers. Imagine an alien missile launcher that does twice the damage with twice the blast radius. That would be a pretty horrifying weapon on it's own.
Now imagine the missile was remote controlled such that unless there is a wall between you and the guy/alien with the Blaster Launcher, you're pretty much looking at dead units... save for the grace and mercy of computer AI.
Blaster Launchers are hella sweet to use, but it will be a bit before we can properly research them; we're going to want to finish researching Plasma Rifles (and their clips), but then we'll probably get to them.
(Base Defense missions just got a whole lot funner.)
In an effort to make Base Defense easier, I've sold off one of my hangers (the one on the bottom right). This has two effects; the first is to simply narrow down the points of entry, so there's one less flank i have to worry about. I thought about removing the north hanger, but I almost always have units that start right next to it, so it's actually not that bad.
This, of course, causes me to lose one interceptor, but it hopefully won't be too big a deal. Once the month changes, funds willing, I'm planning on starting a new base, which will itself be able to intercept stuff. It's actually a good idea to do this; it's easy on lower difficulties to get into a pattern of simply letting your original base deal with everything, but eventually the aliens will be coming pretty often; you'll need more than one Skyranger and better coverage over the earth to intercept most of them.
Checking the "UFO Activity" log, setting up some radar in Africa seems like a smart move; its gotten more action than North America has!
Some fresh recruits have joined us!
This is going to help immensely; with it, we might even be able to see the alien ships before they invade our base.
I finish production on the Laser Pistols, and start on Medi-Kits. They won't be too useful until we've got some better armour, but better to have some available in the off chance we get a bleeder.
Our Large Radar (I'm guessing) picks up this ship, grounded near California. No detailed recap: it was Sectoids (they love the month of January).
I took all our new recruits for some training. There were no casualities; it was pretty easy. The following kills were noted:
Rai: 1 kill
Yimothy: 2 kills
Gerad: 2 kills
Falselogic: 1 kill
And I didn't blow up all the Elerium this time. Elerium is pretty much the most precious material in the game; it's used in a lot of the good manufacturing, and unlike everything else you can't make it yourself.
Gerad rides the two kills he gets into a promotion.
It couldn't wait until February guys? It was only like, 40 minutes away!
I line up a full crew for this one; you don't mess around with terror missions.
Budget! I haven't talked about the monthly budget report, so here's the gist:
The conceit of the game is that you're a world taskforce dedicated to fighting the alien scum. Every country is pitching in money - some more than others - to see you guys win. If you deal with aliens well enough in a country, they'll increase your funding. Do it badly, and they might decrease it. Do it poorly (re: let the aliens carry out terror missions, or let them set up bases) and the aliens engage in "diplomacy", causing the country to back out of the project (with their funding).
The "Monthly Rating" is kind of a cumulative score of all your missions; destroying and "grounding" ships helps it too. The Aliens can perform actions too, that reduce your score, from minor reductions (ships flying over earth), to really painful (ignoring a Terror attack). If you score badly enough for two consecutive months, you lose the game. On Superhuman difficulty, this means scoring -500 two months in a row. You can see here that I'm way above that for now, but who knows what can happen on this difficulty.
This monthly funding will transport about $6 million into your coffers (minus your upkeep expenses), so it's a hefty chunk of your income. It also gives you some incentive to protect countries that (usually) fund well, like the United States and Japan. That said, you're almost guaranteed to lose some countries as you play. On Superhuman difficulty, it's pretty much to be expected. It will be gradual tho, and eventually you'll be making a LOT of money off of selling alien junk, so with a little manufacturing aid, you should be okay... especially if you take advantage of some game bugs (which I won't unless this game turns really sour).
(Alixsar dying is not an example of a game turning sour.)
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