If I were to start the game over, I'd do some things differently, but restarting the game now would be poor form for an LP, so we soldier on.
I've had requests for pics of the UFO's, and we'll get such in this LP. Let's start out with an explsion though, everyone loves explosions, right?
This is warcupine using 3 grenades to kill a single chaser. That's right, 3. Better work on his throwing accuracy, this is embarrasing..
Here we see part of a crashed UFO of the fighter type. It's pretty badly damaged from the crash, and a single alien was found dead inside. There were two live ones that were blown to bits with 'nades.
Unless the missions turn out to be interesting in one way or the other, I'll probably just show the results screen, just as Storyfag skips the floater mission details in his Enemy Unknown LP.
Bee and Storyfag get well-deserved promotions both.
The next mission sees us recovering a scout type UFO, this one mostly intact. As we near the crash site, a chaser exits the UFO and eats a grenade. Inside the UFO, the last alien is found, and Black throws it a little present.
Getting through missions without outright losing teammembers isn't too hard at the moment, but we do take a lot of punishment, and quite often people get KO'd and need between 25 and 40 days of rest in the hospital afterwards.. If I didn't have a healthy pool of volounteers, we'd be hard pressed to assault downed UFOs.
We finish building more labs in our main base, and we now have 50 scientists to whom we can assign projects. Scientists are expensive however, so they will be used sparingly on select projects, at least until I get to research the plasma type weapons, so I can sell some of the loot I get during missions. I strongly suspect however, that I need to capture an alien commander to get to research plasma, and I have yet to see a single commander.
They're easily distinguishable during mission, due to different skin-colouration.
Sometimes there are aliens waiting just outside the transport when you land.
Sometimes they're standing close together.
Presenting a tempting target for our grenadiers.
We need someone with better throwing accuracy than Storyfag however.
korenzel lends a hand.
A mission without any wounded.
I like these desert maps, as there's good visibility paired with strategically placed objects to hide soldiers behind.
Storyfag, Warcupine and korenzel all level up. The stat increases were distributed before I read that Warcupine desired higher skill with the throwing of explosives, hence his increase in shooting accuracy.
We finally finish research on the laser rifle. Looks useful, but I've yet to produce any.
Eklektyk and DamnedRegistrations grow ever more deadly. And yes, higher reactions is worth it.
This map was a nasty surprise. Two vipons just outside the transport.. DamnedRegistrations finishes them both off with two expertly thrown grenades. One of the vipons managed to retaliate and injure korenzel, but only slightly.
These purple circles are the attack animation when hallucinoids target your troops. It's some sort of psychic attack that drains willpower and can cause paralysis. Paralysis only lasts a single turn however, so unless you insist on moving your troops in one-man formations, paralysis is seldom that big a threat.
There were a lot of enemies on this map just waiting to assault our transport it seems.
In some maps there are human made buildings to explore. Aliens can and will use these buildings for cover and you will have to flush them out.
Forgot to take a screenshot of Black's promotion, sorry about that.
The end of the month comes, and the Patria territory in particular seems less than content with how we're handling the alien attacks..
Patria is a very large piece of territory and almost all of it outside our radar range. Ohwell, can't be helped. We'll expand their way as soon as possible, but for now, they get to nurse their butthurt.
More fighter type UFOs show up and are shot down. There's a small exploit in this game, in that when your interceptors land, their ammo is immediately restocked, and when you re-launch them, the UFOs will have picked a different target in the meantime, making cycling your interceptors out of harms way much simpler.
We manage to capture a few aliens, yet none of them are commanders, so we only keep one of them alive for questioning.
Bee and DamnedRegistrations are both promoted.
This is a fighter type UFO seen from the "south" side, where the entrance is. We don't get to see more of the inside of the UFO however, as the aliens rushed outside and die in our crossfire and grenades.
If only there were such a thing as grenade reaction fire..
Storyfag and Eklektyk continue their career ascent.
A couple of missions back, we had a lot of injured soldiers, meaning we needed to fill the vacancies with some of the newcomers. This means easy promotions.
Then again, promotions are promotions, and every skillpoint someone improves means they get that much more useful and deadly.
Now we're talking! This is heavy equipment, which means troops armed with one of these slow down to walking pace. But this puppy packs a punch, and it can fire in bursts.. :twisted: I immediately order the production of 10 of these, even though they're pricey, in the hopes they will improve our deadliness.
Research into the live chaser and dead vipon also finishes, and we get some more info on that account. Apparently, the aliens we've encountered so far are engineered for war, which begs the question, who engineered them, and will they be joining the fray as well?
Here I actually see the improved AI in action. The chaser cannot shoot at us, as there's no line of fire, so instead it chucks two plasma grenades at Donaroriak.
Lucky bastard he is, he manages to cling to life, and we finish the mission shortly thereafter.
Eager to improve the efficiency of our interceptors, I order research into better weapons for them, and our first project finishes, a marginally better cannon. It's not much, but at least it's a step in the right direction.
Another fighter UFO recovery. This one took heavy damage upon impact.
So heavy that the remaining live aliens didn't manage to hurt our soldiers noticeably.
Ashery and Storyfag are promoted.
And this is the thing korenzel talked about. A UFO swarm. And we currently only have 2 interceptors and radar cover for less than half the globe. We're still going to try and nail the leader however, as 920.000 cash sure would help things a lot.
I didn't count, but I believe I saw about 7 or 8 UFOs in that swarm, meaning a lot of recovery missions (some of the UFOs were shot down over seas, but far from all).
Anus_pounder, Black and korenzel all earn a promotion.
Fat Boobs and Warcupine level up, and this time I start improving Warcupine's throwing accuracy and strength.
Two crashed UFOs and an undamaged fighter. The red bars next to our craft is current health, the yellow bar is remaining fuel. You cannot lose a craft by letting it run out of fuel. It'll automatically return to base when reserves are low, and once it does, you cannot change its orders.
Ashery and DamnedRegistrations are promoted.
If you look closer at this scout UFO, you can see it has purple lights flashing, and not blue. This means that this UFO is part of the swarm. Unfortunately, it was not the leader, so we did not receive a reward when it was shot down.
Anus_pounder is promoted.
Fat Boobs is promoted.
These two scouts were not the leader either.
Anus_pounder takes a shot directly to the face and crumbles.
Storyfag tages revenge.
Here I caught the hit animation of a laser blast. The heavy lasers are nice for killing stuff.
Who would have thought?
No promotions, but injuries sustained..
This is what you see when you use a medikit to patch up a KO'd soldier. You can stabilize the grunt, but they won't rejoin the battle.
korenzel receives yet another promotion.
With strength and throwing accuracy at maximum, I decide to build action points, so we can use korenzel as a scout.
Fat Boobs...
We hardly knew you.
As a slight consolation, Lightbane and Pope Amole receive promotions.
Another UFO of the fighter type shows up, and I scramble the interceptors expecting another UFO crash recovery. I'm surprised however, when the UFO circles the interceptors and makes for the base!
This is the base attack resolution screen. If you have base defenses in place, they get a chance at shooting down the offending UFO before it lands and the aliens assault the base. In this case, there were no defenses.
Ruh-roh. Better scramble our transport and take the base back..
10 days however, I don't exactly feel rushed. I guess this is put in place to allow you to get the best and brightest soldiers ready? I don't know. I scramble the transport immediately anyhow, as there's currently no crashed UFOs to scavenge.
We get a new "mission loading" screen, as this is a base defense mission.
We start in a hangar and immediately fan out. For some reason, I didn't take any screenshots of the actual fighting inside the base. It was pretty non-descript. A few hallucinoids, a couple of vipons and about 4 or 5 chasers. An easy mission.
Note, that even if you do not fully expand a base, the map you're fighting on will be the same size. Instead of actual rooms in the base, you get earthen tunnels. I guess this represents the groundwork being in place, ready for your expansion later.. It also means more hidey-places for the aliens of course, but rooting them all out wasn't too much of a hassle.
Drakron and Ashery are promoted.
And our base in Seathopia is back to normal, interceptors included.
The turn of the month sees a much needed influx of cash. It seems a territory with a base in it has a max income of 467,999$, compared to 292,500$ in a non-base territory. That's 175,499$ extra I'd like to lay my clammy hands on.
A little math reveals that a base consisting of the compulsory power unit, two hangars and a radar, together with two interceptors will cost 185,000$ a month in upkeep. So such a base in a territory, compared to no base in said territory would mean a meagre loss of 9,501$ a month. Now, outfitting such a base will cost 1,040,000$ for the facilities, and 360,000$ for the two interceptors, totalling at 1,400,000$. If the interceptors come fully equipped that is. If I also need to buy weapons and a shield, they will cost 89,000$ more each, raising the total cost to 1,578,000$. This is a one-time investment however and will also mean that you get better radar coverage, meaning more UFOs spotted and better chance of shooting them down, leading to greater profits from bounties and loot. M:
All in all, I need to expand as soon as I have the spare cash.
That said, I immediately commission a new base built in the Pulsar region, meaning to expand to Patria next.
To further facilitate keeping our skies clean, the scientists wrap up research on the laser cannon. Now this looks like a proper upgrade to the ship cannons.
I need to produce 4 of these for our interceptors as soon as the current project (the heavy lasers) finishes. Too bad I never caught the leader of that UFO swarm, I could have used the 920,000$, and it would've been fun to show you the unique equipment reward one gets as well. There will be more swarms however, so I'm certain I will get to show you that some time in the future.