Destroyers and sentinels
The game is far from over. We've suited everyone up in new and improved armour, and we've built a larger and faster transport that allows us to bring 10 soldiers to the field for each mission. But we still have a long way to go.
First on the agenda, a new UFO swarm appears.
The swarm leader is targetted by all interceptors within striking distance and it is soon downed. We lose a single interceptor. Again, this is a good trade. The rest of the swarm is harried, other UFOs are brought down and some escape. We lose no more interceptors, as I play it safe with the leftovers. As soon as an interceptor looks to be in danger, I order it to retreat.
In short order, our new transport arrives at the crash site of the swarm leader.
I'd like to show you the assault on the UFO.
Having cleared most of the map, we line up our troops outside the crashed UFO. Small breaches in the hull are seen in the top and bottom right corners, and a single soldier is sent to cover both these exits.
Inside the UFO, two aliens are spotted on the ground floor, and they're quickly dispatched. At this point, the plasma weaponry is rarely deadly, though it can still cause quite a bit of damage. The blue 4-squares large thing in the middle of the UFO is the lift to the second floor of the UFO, where the navigational controls are.
A single vipons waits up here, stupidly standing with the back towards the lift. He dies in short order.
The mission is a great succes, even though we take wounds, we lose noone. With 20 aliens killed, I call this a roaring succes!
Amongst the salvage, we find some unique equipment.
The shield adds 50 temporary armour, and automatically recharges after every battle. It counts for 10 of our current shields, yet only weighs the same as 4, a nice
The Alien Life Scanner is a real beaut however. This little puppy lets the soldier holding it know the location of any and all enemies on a map.
This makes advancing through the fog of war much less dangerous, and allows for the positioning of clever ambushes. Broken? Possibly, but we're fighting for our survival here, no reason to play fair. :twisted:
Eager to test it, we send our team on another recovery mission.
Promotions to a slew of newbies, as I had to make some rotations due to the wounds taken in the swarm leader mission. Medic, Draco and Warcupine II all get their first promotion, whereas Donaroriak maxes out his throwing skill.
Warcupine II was taken out of action in that mission but survived, and thanks to the surgery building, he only needs 10 days to recover.
I keep on capturing commanders whenever I make a positive ID on one, I've lost count of how many we've got.
A more powerful cannon is researched, based on the plasma principles. Cannons hold less ammo as they increase in power, and I have yet to build any of these plasma cannons, though I ought to upgrade our interceptors' weapons soon.
This is yet another of the sell-for-profit research topics. Power Distribution isn't used for anything except sale. It's just another way to wring profit from downing and recovering UFOs.
The plasma grenade however, has more direct applications.
The advanced laboratories I ordered built are finally completed, and each adds 30 more scientists. That's a 50% increase per slot taken in the base.
I order the disassembly for 4 basic labs, so we can build two more of the advanced variety.
The research tree seems a little borked at this point. We've already researched the Stormbringer, which is a better interceptor on all acounts than this Lightning, yet this research topic opened up much later..
Well, I'll just pretend it happened the other way round, as I haven't yet had our technicians build our own interceptors.
korenzel reaches the esteemed position of Staff Sergeant and breaks the 100 mark on the action points!
dextermorgan improves on his reactions, making it more dangerous for enemies trying to sneak up on him.
Not to be outdone, Black soon after also makes it to Staff Sergeant and improves on his strength score, to better carry more protective shields into battle.
Lightbane and Pope Amole does as dextermorgan did, and builds their reaction stats.
A new tank is also developed, and this one actually looks useful. If only it didn't rob 4 soldiers of the chance to earn xp, I might bring tanks to the battle..
Now this is useful, as it will improve our radar coverage considerably. It takes up twice the space in a base, cost double the amount of cash to keep running, yet covers 50% more ground, and seeing as space isn't an issue yet in my interceptor bases, building these in them seems a no-brainer.
I forgot to take a screenshot of the laser defense building.
Imagine it's effectiveness lying somewhere between the rocket defense building, and the plasma defense building which pops up later in this update.
I decide to interrogate one of the many vipon commanders I've been hoarding, and it spills the beans on the alien mothership! Sounds nasty. Any guesses on whether we'll have to tackle this puppy at one point in the game?
A few more battles are fought, and Storyfag joins the ranks of the SS!
And here's the plasma defense building. Takes a while to build, but maybe I ought to stick one or two of these in the Seathopia base..
Human ingenouity thinks up a plasma grenade with antennae!
This is a proper step up from the basic shields. Too bad our technicians are busy producing weapons for our ground troopers, otherwise our interceptor pilots would gladly have these things installed ASAP.
Well, I guess they'll just have to wait a while.
Their interceptors will be upgraded alright, but not just yet.
More boom for our rocket launchers!
Too bad I'm not using them, as I prefer 'nades..
The missions are by now almost trivial, and Drakron and Eklektyk also join the ranks of the SS.
Mhmm.. Incendiary grenade...
"Say hello to my leedle friend!"
At this point, I'm almost getting cocky. We down another fighter UFO and I send in the ground crew to sweep the crash site.
And we see this ugly fella!
The first one goes down easy enough to rapid fire, and Drakron earns a whopping 20xp for the kill! This should serve as a warning of how dangerous they're considered...
Donaroriak doesn't heed the warning and is shot down summarily. Lucky for him, he hangs on to life, while Drakron does his best to down the beast. Two heavy laser shots connect, yet do no damage, before the beast is finally felled.. Nasty critters indeed.
Two injured in our first skirmish with these new foes. The chasers have upgraded weapons as well, which explains why Storyfag was injured in spite of carrying about 12 portable shields into battle.
The next battle sees a lot of promotions, not least due to the fact that I had to take two newbies along, to fill Storyfags and Donaroriaks two vacant seats. Medic and anus_pounder II handle themselves well however, especially the former.
Safely back at base, the corpses, or rather wrecks, are thoroughly investigated by our researchers. This Destroyer seems aptly named, and it's armour value is disheartening. With effort and determination however, they can be brought down, as long as you remember to always have your soldiers back eachother up.
While we were battling these new enemies, the technicians built our first Stormbringer interceptor.
Faster, stronger and simply better than its predecessor, this plane is one I will grow fond of. For now, we have only the one, but gradually the other interceptors of the Raptor class will be outphased.
The dissection of the Destroyer opened up a new research avenue.
Ion technology is the next step up the damage ladder, when it comes to armaments. It even promises better shielding with research. So having to face these destroyers seems to have some benefits as well.
The ion pistol however isn't that impressive, it's inaccurate and holds too few shots for my tastes. They will all be sold.
Before research on the rifles can complete, the turn of the month is upon us.
As you can see, the primary income source is loot, quite as it is in the original x-com games. The primary money sink is manufacturing of new weapons, although salaries comes in a close second. Still, our grants are larger than the maintenance costs of bases and aircraft, at least so far. Once we replace all interceptors with Stormbringers, this might very well change. But as long as we bring in loot from the scavenged UFOs, everything seems OK.
In our next recovery mission, we come upon yet another new foe. These oddly shaped thingies have flying capabilities, making grenades less effective, and they have a nasty habit of firing off a reaction snap shot when destroyed.
Warcupine II continues his
His skill with grenades ought to please Ulminati.
Now we're talking. This outdamages our heavy lasers! The accuracy is a little poorer, but each ammo pod holds charge enough for 20 shots. Plans are made to outfit all shooting soldiers with these rifles. The grenadiers will stick to their explosives.
The heavy ion gun.
Very high damage, but no burst fire mode. I can't stress how much I love burst fire, so this gun is ignored for now. I might change my attitude later, depending on how the rifles perform, but for now none of these are made.
Rocket tank. Will make things go boom. Takes up too much space though, and like all tanks, cannot gain xp.
The sentinel is researched. They really are annoying. Lucky for us, they sport less armour than the destroyers, and as such are less of a hassle to destroy. Except for the fact that they like to squeeze off a reaction shot when they die. That's annoying.
The personal jetpack research topic sounds promising though.
Medic continues to shine.
Maxing out her shooting accuracy, she's quickly becoming an asset.
Research finishes on an improved suit of armour. It is a massive improvement on protection against mechanical attacks, yet its defense against chemical attacks is very poor. Question is if I should make the change, seeing as the new ion weaponry seems to be more dangerous that the larva aliens..
On the very next mission though, I spot this. A green larva. This is a new iteration. It's not a commander, but it's a more dangerous version called a King Larva by our researchers. This just makes the decision about what armour to bring more difficult..
The mission was simple, even if it did introduce a new enemy.
Then, in our very next mission...
Medic tries to kill a destroyer, but its reaction fire causes a massive 132 damage, killing her outright..
She will be missed.
But the rest of the team merrily kills the remaining enemies,
And three soldiers get promoted, Desmodus Rotundus II twice!
Special honours to Bee, who's now our sixth SS.
We could now produce these shields for personal protection, if I wanted us to. I don't. I'm mean that way.
No seriously though, our technicians are hard at work producing boom-boom to make the enemy go away, so they can't waste time on things that protect our soldiers instead.
Oh, wait, I did order 20 new suits of the Viper class armour..
Guess I'm just a cheapskate then.
Jetpacks!
Cheapskate or not, I can't resist ordering a batch of these for our soldiers! The really cool stuff about them is they detract 30 weight, meaning soldiers with these mounted can carry more stuff into battle!
Mhmmm, another improvement on our missile tech for our interceptors. Again, same amount of ammo, meaning a hefty deal more bang for our buck!
And finally, we uncover the secrets behind flame-/ and chemical throwers. :twisted: The limited range sounds disheartening, but the mental image I get of dousing alien scum in highly corrosive acids mixed with neurotoxins just gives me a warm fuzzy feeling inside. I must make at least a few of the chemoguns, though I doubt I will be making flamethrowers. If someone objects vehemently, I might make one for him or her to use, no doubt killing him-/herself in the process.