|
poisonpill posted:While you wasted time with the plunger, I studied the blade. *uses psi-powers to make poisonpill explosively defecate*
|
# ? Mar 2, 2018 00:33 |
|
|
# ? Jun 7, 2024 23:50 |
|
*calls the biology department to come research a new alien*
|
# ? Mar 2, 2018 00:37 |
https://www.youtube.com/watch?v=aTcZTY7YcAU First thing we do is take the ten organics with the least number of kills and shove them into hardcore 24/7 combat training. Everyone else will go to brain training dot com and fill out the daily self assessments and i'll just run it like this for a while see how it turns out. Bots of course are exempt and free to polish their actuators or w/e. This leads to a weird situation where extreme high ranks like Poverty Goat and Savage Gentleman are in combat training but Superkid getting hosed up on brainwaves. Protag is also on brainwaves too. Get everyone equipped. I debate what Cantor is going to use and I decide the best bet is akimbo dick guns and a beltful of alien ballsacks. Next I max out our engineers & get them on toxin. Nothin special. We'll temporarily hold off on buying the base, I'll probably actually drop off some bots to guard it after the next mission. Investigation -- Scrooge Mansions: Owner: Diablo. Function: Slums. No aliens. Investigation -- Grey Visitor Towers: Owner: Diablo. Function: Slums. S1: Fart Puzzle, Single and LOVING IT, reality_groove, the littlest prince, S2: Cobra Lionfist, SavageGentleman, Powerful Two-Hander, Sick Ness Monster S3: havent heard a peep, HBar, guns for tits, Cantorsdust Jr. farm thing again. Time to get moving. This is gonna be a small map, but will prob have a lot of bullshit packed in. 1) there are civilians. 2) The aliens must be hiding inside. Due to bullshit reasons I need to go take care of something and i'll finish the update later.
|
|
# ? Mar 2, 2018 02:01 |
Well, that's resolved. Don't like this ice accumulation. Anyway, back in the mission, our weak guys are profoundly outclassed by even our medium dudes. Seriously there's guys who have like 20 TUs compared to 67. I'm gonna have to get these wimpy guys and strip off all grenades, all weapons except minimal. Maybe even dump the medkits. Anyway the floaters are able to check most rooms before the ground guys can even get to the lift. Sick Ness is not able to distinguish between different sigs, it's a mess of crap. HBar makes contact: https://i.imgur.com/WrTHD3T.gifv Cobra Bears the brunt of the counterattack: https://i.imgur.com/jjU0BvX.gifv That was somewhat less than I expected, although it makes sense that the aliens would be spread out all over the place. E: it's interesting that they really do seem to be living a life cycle. Most worms puke out 4 snakes when they die, and here we had snakes metamorphose to chrysalis and there was one left still as a snake. So that's the end of that. Do we want the 3rd base? I can just dump off some guys to guard it for the few days it takes for living quarters to actually come online. We currently have $72,266.
a) The Cult b) Nutrivend a) The Cult (hostile) b) Evonet c) Synthmesh d) Sensovision e) Solmine f) The Cops (allied) SniperWoreConverse fucked around with this message at 04:01 on Mar 2, 2018 |
|
# ? Mar 2, 2018 03:58 |
Let's get Base 3 from above.
|
|
# ? Mar 2, 2018 04:27 |
alright so let's do it Do we want a garage in this thing? We're probably going to need to decide before we finalize security. A garage would change it from needing two stations to needing four. Also we should decide if we want to build one or both of the training facilities to here, then it could be garrisoned by organics. If we move the regular combat zone here then we could fit another size 4 building in the first base. I went ahead and threw down some basic facilities + a large workshop. If you want more labs or whatever speak up. Basically give some input on how to run this thing. We now have $22,266. Some of the bots will be stationed here to guard it until living quarters are done. Then, if we don't get a training facility here they will move in permanently. We have enough that we can swing construction of one additional big lab of either kind. We could also do something like build training facilities, build a garage (garage is just medbay for cars, we don't need it right now but may want one I guess), build an alien containment zone, build a real medbay, etc. I'd say only build a medbay or garage if we're going to station a lot of agents or cars here. Only build alien containment if we also build a bio lab.
What kind of poo poo to we put there? What next? a) The Cult b) Nutrivend a) The Cult (hostile) b) Evonet c) Synthmesh d) Sensovision e) Solmine f) The Cops (allied)
|
|
# ? Mar 2, 2018 19:30 |
|
I think eventually we will want a garage here and should build with that in mind. We probably need to roll out a couple more investigations.
|
# ? Mar 2, 2018 20:00 |
|
SniperWoreConverse posted:Do we want a garage in this thing? We're probably going to need to decide before we finalize security. A garage would change it from needing two stations to needing four. Yo boss, I love being protected by cold, merciless arrays of targeting computers as much as the next guy, but unfortunately we can only power 3 security stations at at time. Apparently psiclone addicts scooped most of the copper wiring outta the walls of the derelict warehouses and slums in the city. If we build 4, one will just hang out and look threatening but won't actually shoot unless one of the others gets blown up/deactivated.
|
# ? Mar 2, 2018 20:04 |
|
No garage, no medbay, no training facilities no alien containment. Make this the logistics base, keep some robots and build another large engineering workshop to keep the cash rolling in. Two security stations.
|
# ? Mar 2, 2018 20:18 |
|
Bummer... Yeah I guess if we only get 2 stations per base, lets use this to make bank. Robots and Nerds.
|
# ? Mar 2, 2018 20:26 |
|
poisonpill posted:No garage, no medbay, no training facilities no alien containment. Make this the logistics base, keep some robots and build another large engineering workshop to keep the cash rolling in. Two security stations. The foreman as a point. If we can get enough engineering set up, we'll no longer be dependent on handouts from the government. We'll be able to make our own guns, ammo, and someday soon aircraft and perhaps one day armor and sell the excess to cover our own expenses. The free market will be our benefactor. We will ask no organization to bleed for the sake of XCom, and XCom will bleed for no org! And then we'll be truly free to do whatever we want. Fellow nerds and agents, join me in making this base a base of awake men and women, and vote to make it a logistics/manufacturing base. And let us call it "Sniper's Gulch"
|
# ? Mar 2, 2018 20:32 |
wait a minute, that 3 module activation thing may not be what you think. Each security station has FOUR modules already, doesn't it? So obviously they activate and deactivate based on what's nearby, right??? Also this thing could easily fit like 5 big labs. Technically it can fit exactly 6 big labs, 6 living quarters to serve them, and one general store to manipulate items. I don't know what this would mean for guarding it though. Whoever guards it doesn't actually live in it and i'm not 100% sure how the game would handle that. I've been leaving guys in the new bases to guard them till living space comes online just to be sure. Having 60 nerds in a base is fuckin nuts but I don't think it's mechanically impossible?
|
|
# ? Mar 2, 2018 21:02 |
|
SniperWoreConverse posted:wait a minute, that 3 module activation thing may not be what you think. Each security station has FOUR modules already, doesn't it? So obviously they activate and deactivate based on what's nearby, right??? You're right. I probably ought to come clean about getting my engineering degree by mail order, but with all these new vacancies opening up you'll probably want to keep me on staff.
|
# ? Mar 2, 2018 21:19 |
I literally do not know either way, we might find out in some hell raid
|
|
# ? Mar 2, 2018 21:37 |
Let's get a garage and a medbay here, and use it as a second operating base. As for the garage: can we have it share one of its security stations with the initial lift, thus making it so we only need 3 security stations?
|
|
# ? Mar 3, 2018 00:13 |
the garage counts as an ingress point. So if we wanted to seal off the base as is, we would just put two stations butted up right on the lift. If we have the garage and want the whole rest of the base sealed from any ingress we would have to do something like this: or more likely this Another thing with this or a couple other of the bases is we could add in as many garages as we wanted without having to build more security, it self limits because it's not just a hive of hallways they could skirt around. Garages are really only good if you have multiple damaged ships. You need them, but you also shouldn't be in a situation where you need a shitload of them. But at the same time, if we get some actual good rear end ships we could end up brawling. As now our ships just get shot down, but if we had tough ones (or I backed them off and gave better orders) they could probably take a few hits then escape and repair.
|
|
# ? Mar 3, 2018 00:24 |
|
Since our Commander SniperWoreConverse is enjoying a well-deserved night off, I wanted to post some X-Com related news. Here's a recent video with a walk-through of gameplay from the upcoming X-com like game called Phoenix Point. The game is being worked on by Julian Gollop: the same designer who worked on XCom Apocalypse, and who also started the X-Com Franchise . So far I'm liking what I see and had contributed to their initial crowd-funding campaign. https://www.youtube.com/watch?v=2uGPUaJvi_8 Note the video has a few sound-syncing issues and is not due to the gameplay itself. Here's the game's website if you want to know more: https://phoenixpoint.info/ Note: the gamesite appears to have a few aggressive pop-ups asking to subscribe for more info. If you click "No thanks" then you will get to the site's main content. Or go ahead and subscribe (I did earlier).
|
# ? Mar 4, 2018 06:55 |
if you subscribe they will email you a thing forl like 20% off or some poo poo anyway I was thinking of just pounding out a few missions and doing a hard FF just showing the results and who did the missions. Just until we get to a major change. Anyone got opinions on this?
|
|
# ? Mar 4, 2018 20:21 |
|
SniperWoreConverse posted:if you subscribe they will email you a thing forl like 20% off or some poo poo
|
# ? Mar 4, 2018 21:05 |
SniperWoreConverse posted:anyway I was thinking of just pounding out a few missions and doing a hard FF just showing the results and who did the missions. Just until we get to a major change. Anyone got opinions on this?
|
|
# ? Mar 4, 2018 21:14 |
|
Yeah agreed, I feel like we need to get some new poo poo researched so we can start shooting down bigger things. Also blowing up more hospitals "accidentally".
|
# ? Mar 5, 2018 01:16 |
SniperWoreConverse posted:if you subscribe they will email you a thing forl like 20% off or some poo poo Yeah go for it.
|
|
# ? Mar 5, 2018 01:46 |
areite brace it'll take max an hour or couple or whatever
|
|
# ? Mar 5, 2018 02:02 |
Right so there's an alert at Synthmesh HQ. I strip the weak guys to minimum equipment, especially guns for tits, super super low strength. S1: Fart Puzzle, Cobra Lionfist, guns for tits S2: Powerful Two-Hander, Sick Ness Monster, the littlest prince S3: Single and LOVING IT, reality_groove, Cantorsdust Jr. S4: havent heard a peep, SavageGentleman, HBar It's another mission where there's a lot of fancy poo poo and it's very dense despite the smallish map. There are aliens and civilians. I have the flight crew check some windows and we HBar & Peep see some snakes but not much else. There doesn't seem to be any access points and I think it'd be a bad idea to blow a hole in the wall so the flight crew just floats around while everyone makes it to the main entrance. We notice a blue hanging out in their lobby, turns out there were about five. A swarm of snakes come out but we take them all out easily. Mission succesfl Turns out the jizz launcher is either really lovely against aliens, or it's damage over time, or I just don't know how to actually use it. It's also a slow weapon. Enfield completes some toxin so they just keep making more. Lauroon team does the same but toxin guns. Psyke tries to attack the cops: I wish they would bring this poo poo out when the loving UFOs show up. This could have been us getting bombed, so maybe it's good that we truced out. After this I got distracted with the game unpaused and only realized when the cops blew up some guys. Whoops. Infiltration is way down, so it's not a big deal. The rest of the day passes uneventfully. pre:The Cult: 10% (-6) Synthmesh: 6% (-2) Evonet: 3% (-6) Diablo: 0% (-6) Due to an oversight department rankings were calculated incorrectly, this is now resolved:
|
|
# ? Mar 5, 2018 04:51 |
|
Start Building another Large Physics Lab in the new base so we can knock down the tiny physics lab at Enfield and put a security station in its place (for our garage). Also start building a Large Engineering Bay. Since we're researching the Pube Gun at the large lab for now, I vote we research the Light Disruptor Beam at the small lab while it's still around.
|
# ? Mar 5, 2018 04:59 |
|
SniperWoreConverse posted:Turns out the jizz launcher is either really lovely against aliens, or it's damage over time, or I just don't know how to actually use it. It's also a slow weapon. I'm pretty sure the description says it's effective against humans, and not aliens. Anyway, investigate the bio-transport, then the cloaking device. Build a large physics lab & large engineering bay.
|
# ? Mar 5, 2018 05:03 |
oh yeah, forgot to mention the third base looks like this rn: so that's a security station, living quarters, general stores, big workshop poisonpill posted:I'm pretty sure the description says it's effective against humans, and not aliens. Anyway, investigate the bio-transport, then the cloaking device. Build a large physics lab & large engineering bay. yeah but it was completely ineffective against us and i'm curious to find out why e: also i'm just gonna add up whatever votes and the top two will get researched, even if it bumps down current research. feel free to say what you want in the big lab SniperWoreConverse fucked around with this message at 05:07 on Mar 5, 2018 |
|
# ? Mar 5, 2018 05:04 |
|
Pube Gun & Light disrupter
|
# ? Mar 5, 2018 05:10 |
|
Voting Pube Gun and Bio-Transport
|
# ? Mar 5, 2018 05:19 |
Research the pube gun and bio transport.
|
|
# ? Mar 5, 2018 06:19 |
|
Dong Quixote posted:Pube Gun & Light disrupter I vote this.
|
# ? Mar 5, 2018 10:37 |
|
I know I'm just a filthy biologist, but the bio transport seems useless without a Jerry rigged UFO to hop through the portal with. One big enough to fit it, which probably rules out the probe
|
# ? Mar 5, 2018 12:06 |
|
Man I go away for a bit, come back, and I’ve skyrocketed from garbage rookie to death machine. Also, let’s kidnap some motherfuckers. Bio-transport
|
# ? Mar 5, 2018 15:32 |
|
Voting pube gun and poo poo pile. I'm pretty sure the entropy launcher isn't effective against us because of the personal shields. Without the shields, it destroys armor and eventually destroys the agent. Its actually really bad news when someone gets hit with it and they don't have a shield.
|
# ? Mar 5, 2018 17:11 |
|
SnotGrumble posted:Voting pube gun and poo poo pile.
|
# ? Mar 5, 2018 19:20 |
Vadun posted:I know I'm just a filthy biologist, but the bio transport seems useless without a Jerry rigged UFO to hop through the portal with. This is true. I should have described it better, but the bio-transport option in the vote is not just another better module, it's an actual ship built around the desire to retrieve biological specimens directly from the alien dimension. if we research this, and it finishes before 7 days, sending manned missions through before we implement the probe will be an option the thread has. Kind of think we should send just a probe at first, but it'll be up to you guys if it plays out that way. gonna finish this morning cup and then we'll continue
|
|
# ? Mar 5, 2018 20:21 |
Looking like we'd be researching the pube blaster & biotransport. The bio has to be in the big lab, but the pube gun has an overwhelming vote almost more than everything else combined so it rightfully should be in a bigger lab. We'll compromise and the highest ranked scientists will transfer to the small lab. It's not a big change, but the small lab is only 13 short of the hypothetical maximum skill Next is base 3, in order to get a second big physics lab we'll need more than $10,000. We could raid but instead I sell a handful of weapons. There's no point in starting construction for the nerd apartments, it would be a waste of upkeep. Once the lab gets to ~3 days left i'll build that and they'll come online at the same time. we can still easily fit a garage into this thing if we want, but it might be best to put it off until we have a bunch of new ships and see how they fare against the UFOs. Next is going to be money. We need more to keep building toxin. I just sell off some more guns, gently caress it. This covers us for 8 more toxin clips and I order more. Same with toxin guns. Infiltration is way down: pre:The Cult: 8% (-2) Synthmesh: 3% (-3) Evonet: 0% (-3) Hell yeah, as a heads up we have 94 of these things, so anyone wants one can have one. Hell you can grab two or three if you want.
same as before, vote for as many as you want, I add them up, top slot gets big lab, second place gets small lab. Don't gotta be in physics to vote.
|
|
# ? Mar 5, 2018 21:49 |
|
1) Bio-Transport 2) shitpile I kinda wanna know what a shitpile can teach us.
|
# ? Mar 5, 2018 22:11 |
Bio transport and shitpile.
|
|
# ? Mar 5, 2018 22:49 |
|
|
# ? Jun 7, 2024 23:50 |
|
Light disrupter & biotrans Fancy new craft won't matter if we're still arming them with lasers. We can't fit these to normal human vehicles so we need to research the home-built ones to go with them.
|
# ? Mar 5, 2018 23:11 |