The brave volounteers that stepped forward to field test the flamethrower and chemogun will have to wait until the equipment is finished. The alien scum however, does not just sit around and wait for that to happen, and we're forced to kill some more foot soldiers.
Many missions are simple recovery missions that go by without a hitch. anus_pounder the third is shaping up nicely, and that 95 shooting accuracy score is going to be helpful.
Warcupine the second improves on his throwing accuracy, to better fling death at the xenos.
Our researchers adapt the ion technology to aircraft carried weaponry. This gun represents a marked improvement when compared with the plasma cannon.
The green larva is revealed to be a "king" larva, which has better defense, more hitpoints and more caustic acid, but otherwise nothing terribly exciting. They die easy enough, and our Beekeeper armour keeps us safe from the acid most of the time.
Our first jetpack is finished, and Eklektyk is chosen to carry it!
He will rain death from above.
Funny story, the aliens do not seem to carry ion grenades, so this represents a purely human weapon. For grenades, the aliens seem to be sticking with the plasma variety for some reason.
Two new defensive structures are researched. I immediately order ion defenses built in the interceptor bases. We will have to wait a full 40 days for them to be completed however.
The new defense buildings are not what was exciting here however, that is the promise of a new branch of weaponry, based on the "AKEW" theory.. Can't wait to learn more about this, this could represent humanity finally getting ahead in this game.
First though, we wrap up a minor project that I had a handful of researchers working on. The ion rocket. Again, as with other rockets, I don't bother. The launcher's too unwieldy, and I prefer to use grenades.
Putting all hands to work on the AKEW tech soon pays off however. The name isn't explained, but it seems to be a combination of laser and plasma technologies. Since the aliens weren't using laser tech, I guess this could explain why this is also a human only tech.
We quickly put the researchers to the task of putting this new theory to practical uses.
Having 120 researchers working on the same task produces results quickly.
This AKEW rifle is awesome!
It sports higher damage, better accuracy and more shots per reload than the heavy ion, plus burst mode to boot! This rifle cannot be looted however, nor the ammo for it, so I guess we've found a project for our technicians to get busy with.
The aircraft is less of an improvement over the ion cannon, but still packs a fearsome punch. Which we're going to need soon, as those battlecruisers are intimidating..
Better missiles will also be a great help to be sure. Too bad I have so many projects for the technicians as it is. I could really use an advanced workshop..
No advanced workshop schematic is available for research however, so I settle for the AKEW defense building. It has slightly worse accuracy than the ion defense building, yet it is built quicker and does markedly more damage. And it's cheaper to boot. Once the ion defenses are ready, they will be complemented with this one.
The ion shield adds 120 armour to the interceptors, compared with 30 armour of our original shields.. We'll need this armour to keep our interceptors aloft.
140 damage in a handy little package.. I should switch our technicians away from the chemical grenades and have them start on these bundles of love instead.
And finally, our very own hovertank schematic!
I will be building a few of these once our other workshop projects are completed, which won't be for a while yet. But everyone wants hovertanks, right?
The personal ion shield is only 3 times better than the basic shield, compared to the factor 4 improvement of the ship-based one, but we'll start a production line soon despite this. We sorely need the protection, which will become painfully apparent soon.
Funny, the AKEW rocket does less damage than the AKEW grenade.
Battlecruiser! I wonder what its target is?
... what a surprise.
We let the aliens have a bit of fun in Seathopia, as we have 10 days before we need to retake the base, and instead we send our team to recover a downed battlecruiser.
Eklektyk is having fun with his new jetpack.
The advantages of such a jetpack is that it allows you to shot over obstacles that would otherwise obscure the line of fire, and it protects you from grenades as well.
Destroyers.. I hate those buggers. We've made a solid line of fire however, and this being a day-time mission, our sight range is only slightly less than the AIs.
The destroyer is dealt with, and our troops approach the heavily damaged battlecruiser.
It's a two-story UFO, four cylinders, one for each corner, and corridors connecting them. There's a central cylinder with doors and a lift. We don't need to take that route however, due to the extensive damage we can easily enter through the holes in the walls.
And the AKEW rifle proves to be just as deadly as we'd hoped.
We advance carefully, sniping any resistance from afar, and soon enough..
Only minor injuries suffered, and Desmodus Rotundus the second and dextermorgan are both promoted to sergeants!
We do another easy recovery mission where minor wounds are taken. This also means that spots in the transport are available for two new recruits for the next mission..
Expecting another easy recovery, the troops are deployed, when suddenly..
Targetted by multiple hostiles, brave Bee falls to the ground, quite dead.. She will be missed.
When we finally assault the UFO (a fighter class), I get a bit careless with one of the recruits and...
Good thing Thin Man has signed up for our cloning project..
Two dead and two wounded, but at least I caught a commander. This mission was so not worth it.
We can't let ourselves be distracted by the mounting losses however, as the conflict rages on. Our researchers finish their investigation of the crashed battlecruiser, and it promises to yield some interesting artifacts that we might use to further enhance our own aircraft.
Seathopia had come under alien attack, and now I order the transport to retake the base.
Base defense missions can be very simple. Line up 3 or 4 troops with high reaction stats and wait for the enemy to show itself and mow it down. Simple, nothing ought to go wrong, right?
You can't do reaction fire with grenades...
Warcupine the second joins the first in the afterlife.. Good thing he is also enrolled in the cloning project, as the third will no doubt hunger for revenge.
He was the only one to suffer any injury however, and our recruit is promoted to private.
The contents of the battlecruiser wreck is analyzed and the loot can now be sold for profit. More importantly however, we now have a new research topic, promising to improve upon our troop transport.
The advanced detection systems now provides us with intel on destination and mission of the UFOs we spot. We decide to deny the aliens the chance of mining for more fuel and shoot this one down.
Sometimes we get lucky with the burst fire, and the shots fired after killing the primary target can hit other targets behind it.
Here dextermorgan is trying out the flamethrower. :twisted: Too bad it only has a range of 6 or 7 squares, but it does set stuff on fire, and it killed this chaser easily.
Donaroriak and anus_pounder the third are both recognised for their valour and zeal in battle, and are promoted to sergeants.
We can now produce a battle robot!
Does this robot remind anyone but me of something?
In all respects however, this bipedal fighting robot is inferior to the hovertank, so I doubt I will be building any.
We can now build a 12-seater airplane!
It's faster and can go farther than any of the previous transports however, so we start building one immediately.
This is as far as I recall, the ultimate interceptor in this game.
As soon as the transport is finished, we will start building these.
The turn of the month is on us, and we see that we're approaching the maximum funding possible, yet our costs continue to grow. Good thing we can sell the loot we take from cold alien hands, right?
We're a bit strapped for cash however, especially if we're to build all those Nightwolf interceptors, so we could really do with an...
Alien swarm! How useful!
This time however, the swarm leader is a battlecruiser, and there's a second battlecruiser in the swarm to back it up.
And while we're battling the swarm, a third battlecruiser shows up, heading for Seathopia.
The swarm leader is shot down, but so is 3 of our interceptors. We're still making a profit however, and the promise of even more cash beckons us. We scramble the transport.
With extreme care, we make our way through the map, and miraculously we manage not to lose more troops.
DamnedRegistrations joins the SS, and Artricia hones her shooting skills.
We receive another set of shield/autodoc, and a new unique, the Distortion Field Generator. This little item promises to make Eklektyk 25% harder to hit.
Guess who just won point duty? :twisted: Don't worry though, the auto-doc protects from critical hits as previously mentioned, and the eternal shield he's also carrying should mean that he can carry out point duty with relatively little risk.
And to finish this update off.
Seathopia is invaded. I must remember to keep the grenadiers back when I retake the base, we don't want another warcupine incident, do we? M: