Ulminati said:
I distinctly recall Warcupine calling dibs on the first disruptor
Indeed, but Warcupine III is currently assigned to Pacific-1 and couldn't take part in the assault.
ironyuri said:
Also, what do you mean no surprise?
You were the first to fall to alien M.C. attacks during the early month terror mission. Which revealed your relatively low mental defensive strength.
ironyuri said:
Yeh, anyway, how the fuck did I recover from MC to end up raping the tentaculats?
It's certainly less glorious than RK47's proposition, but M.C. is only temporary. It only lasts one turn, after which the aliens must regain control of the possessed soldier. When the puppeteers die or panic, no more M.C. attacks are done, and controlled soldiers come back on our side.
pajak713 said:
Also - how is it even mathematically possible to be 103% accurate?
Does. Not. Compute.
This is something I've often wondered. I'd like the game to cap the accuracy at 100%, because I always fear it may wrap around and end with 3%. In practice, 103% and above accuracy feel like 99%, seeing as soldiers can still miss, although very rarely.
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UPDATE 19 - Sneak Attack
Aquanauts reach the lowest level of the colony. This mission is different from those we've had so far, in that we don't need to kill all aliens to win. In fact, we don't need to kill a single one.
We enter the level and see eklektyk in a difficult position. Alone, on the second floor of the colony, cut off from the rest of the squad. He makes it back to the entrance area without seeing any hostile.
The team begins exploring the area in pairs, sticking to corners and little alcoves to avoid getting any attention. Over a dozen doors are opened each alien turn, but none are spotted.
Thrombone II spots a Lobsterman in the distance. It's too risky to approach, he hides in a closet.
Black Bart Charley finds a suspicious shadow in the darkness of the first floor. He kneels and prays he was not detected.
A dozen turns later, Black Bart Charley finds a room with some strange apparatus below him.
A conveniently placed vent is right above the device.
lightbane programs a tricky path for a Disruptor torpedo, covering almost half of the colony's width.
The rocket makes it to its target, and explodes. It is followed by another, weaker explosion. The strange device is no more.
Aquanauts get signaled that the mission is accomplished. They just have to make it back to the elevator, and they can go home.
lightbane is the last soldier to arrive, and none too early, as aliens are getting closer to our location.
lightbane takes the long way around to avoid eventual reaction fire. The first part of the team is ready to evacuate.
And the second part is ready as well.
Not eager to linger around any longer, the aquanauts get out.
The attack was a success. And it turns out we killed thirty-three aliens on the colony entrance level alone. It's likely a similar number was roaming the colony lower level, we were very lucky to avoid them all.
Our score gets an overwhelming 1172 boost, this will be enough to put us back in the positive.
We used many Disruptor torpedoes and lost all the Triton contained when we embarked for the second level, mostly some flares and thermal tazers.
Selling gathered M.C. Readers should be enough to recoup our losses.
And our score is indeed quite high. The committee might even be pleased with us.
Very pleased, in fact. We got a 300 bonus from... something ? Eurasia is unhappy but with two terror missions failed in their area, it was to be expected.
With armor being on the way, it's time to choose our assignment policy.
A - Everyone indiscriminately. Rookie or veteran, sniper or scout, everyone gets a suit of armor following the order of the aquanaut list.
B - Need only. Scouts get armor as they're the most likely to get shot. Snipers and rear officers behind the lines don't need any.
C - Need first. Scouts get armor first, then snipers and officers if production is fast enough.
D - Officers only. Soldiers need to earn a kill to be allowed armor. Scouts who usually don't shoot a thing are unlikely to wear them before their death.
E - Officers first. High ranking aquanauts get armor first, then rookies and scouts if production allows.