Finally got this corpse exam done. Looks like it's a man in a can, like I thought. Creepy. Didn't realize it had spotter and sniper, but that makes sense if it's a reticulan of some sort. Not much surprising here unfortunately. Really wish these screens revealed evasion stats.
Apparently we we can carve it up for parts. Not particularly valuable parts mind, but what else am I going to do with a canned corpse?
A ship that had landed on that base has landed nearby, I'm pretty sure. No idea why, but that sounds like a bad thing to let happen, so we're at least going to take a look see.
Lots of Osiron Security. No drones this time. And they are VERY heavily armed for such low tier troops. Concerning, but also maybe promising.
Jaedar does for one of them with the Fatty. Gotta be careful to avoid reaction fire, doesn't take great reactions from them when they're at 100% TUs.
At the same time, I don't want to spend the turn in the ship, because if this guy walks up and opens the door, who knows how many enemies might unload into the doorway. Howling will burn TUs off this guy at least, so-
Ouch. Didn't think that thing could be snap fired. I was apparently wrong. I guess most things can be, even if it's a terrible idea to reaction fire a rocket launcher for the player.
Luckily, it missed and our meat shield earned his keep.
Gandalfia scoring a kill already. That Smasher is damned good for such a light weapon.
Next turn rolls around without incident, and a few more crawl out. Minigun and boarding gun finishes these two off.
I also realize I can hold alt to see the accuracy of the psi attacks. Apparently it's a range (I think because it's factoring in theoretical voodoo defenses?) and doesn't show damage numbers.
I also drops off slower than I expected, only losing 1% per tile. Still not very good though, I tried to have both advisors tag team the nearest dude with terror and a final attempt at posession and didn't notice any effect. Will need to find some better info on what targets to try it on.
We made it to turn 3 without anyone blowing up. I'm a bit worried about what else might be on this ship if all these guards are packing explosive weaponry.
Well, fuck.
Did I show this off before? It's been a while since we randomly recieved wreckage of one of these. Every time I've encountered these before they killed someone, often multiple someones. They were also always guarding academy Espers, which are pretty friggin' important. Also also, the damned things are apparently fairly EMP resistant. Fuck. If I had seen one of these at the start, or even known it would be here before landing, I'd have never even attempted this fight.
Let me be clear here. This thing is a fucking avatar of death as far as I'm concerned. It's 33 tiles away, and I have a clean line of fire on it with a minigunner already crouched in position with full TUs. I'm not taking that shot because I'm certain it will return fire and accurately one shot her from over there (the fucking craft lights aren't helping!) It can fly and shoot at the same time, quite far, probably like 3 shots a turn. It's also smart enough to use cover from what I've seen. The only reasons I'm even contemplating fighting this thing are that A: We've already taken out a lot of other troops, and with such little cover, this is about as good a chance as we can get to kill or capture this thing. And B: I'm actually fairly concerned this ship's mission was like 'fuck with local government and make it turn against pirates' or something. Catching the esper would be a nice trophy, but I actually wouldn't even interrogate her right away anyways.
We've got a lot of toys to potentially kill this thing, but really only one to capture it, realistically. The EMP damage is only 65% effective and 50 base power, but even with an average damage of 32, it'll be enough to get through the armour somewhat given it's high armour bypass stat, and the AoE will mean the damage can roll 4 times. And we don't need to fill the bar ENTIRELY with stun, just balance it out. And land the last hit with something that ignores self destruction... but the EMP does that too, I think.
Rather than stand in the brightly lit doorway, we'll have our catgirl take the launcher and play popamole with the ship.
Fuck! Nearly lost her to this prick taking snapshots from the second floor. These guys are endless!
Well, we ended that one with some bullets and got into position. Thankfully, this nook takes her out of LOS from the west too.
A couple turns go by without seeing the damned thing. I'm not shitting my pants, you're shitting my pants!
More security dudes popping out over here. They're weirdly concentrated over there, rather than near the ship. I guess it's where the buildings are, so they have cover there and are far more annoying.
We got a werewolf into this little shed, which should let us reliably get a good look for the saucer before it can get close to our ship.
I also pulled out a bigger gun for Azira in case things go to shit and we need to take it down quickly. Hadn't checked yet, but this this is, unsurprisingly, fucking great. Aside from the massive (0-200) damage, it's also 125% accurate at ideal ranges, has a decently long snapshot range and can be fired 3 times per turn. No other aiming modes though, sadly.
Turn 5 rolls around and we finally spot the damned thing again.
Jaedar still picking dudes off with the Fatty. That gun probably has more kills than most of our crewmembers at this point.
Well, we're in total darkness and like 35 tiles away. This is as safe as it gets.
The hit chance is piss poor though. Then again, even a near miss could do full damage.
However, we did not get a near miss. Shit.
At least we can reload again right away and took cover as well just in case.
Hmm, it moved back. I suppose that's better than it rushing at us and killing everyone.
6% accuracy clearly won't cut it though, so we move up to the next closest piece of cover we can get.
Azira is behind our craft as well, and could launch a shot that might hit as well in a pinch. Note however, that one tile beyond here the accuracy drops off to 0%. That is why I assumed enemies couldn't return fire with snapshots from so far in an earlier update. I'm sure the theeshold is explained in a tip somewhere. It's definitely a thing.
Jaedar could probably fuck this thing's day up real fast too if it came to that. Laser damage is it's major weakness.
"Hey boss, why do all the nice places we visit turn into burning ruins?" "Well, uh... piracy works in mysterious ways."
This is legitimately nerve wracking. For all I know there's a second one, or an Esper with some bullshit super weapon, or it's suddenly going to charge over and be right on top of our ship or hide behind the shack and kill our werewolf with reaction fire.
We've got a much better shot now, kneeling on the roof of the barn or whatever. It's still outside it's sight range, we should be good.
Except we can't aim worth shit. Well, using a weapon we literally start the game with to fire these things isn't helping.
Oh, and apparently standing up takes so much effort we can't even move back to cover. Shit.
Well, here's hoping our catgirl lives long enough to recieve the extra ammo delivery. We're also nearly out of these things.
Since it clearly doesn't have snipe or spot and isn't being aggressive, I pulled Relm forward to land some minigun shots on it. No idea what it's hp is, but I doubt this will kill it in one attack with such low accuracy.
Good thing there's no bad weather here. We can afford to be careful and patient.
Another good shot lined up.
Direct hit! Nice. It didn't fall down though, even though it already took health damage from the minigun three times.
Again, we can't return to cover, and we're even closer this time. But I think it'd spot our werewolf and kill him first if it did approach.
A snipe and a miss with our custom boarding gun. This thing has actually been quite effective, taking out several security in this mission with aimed or auto shots, depending on the range. I'd build or buy another if I could.
Minigun is erratic, but we land a few more hits with it.
Also, we set our shack on fire, but thankfully our werewolf didn't get instantly vapourized when he stepped out into the light to spot for us. Apparently it's reactions aren't THAT overwhelming. I'd guess they're around ~100 and it's spent half it's TUs moving each turn.
It's in a new position. This is as good a shot as we're going to get, even if we overshoot it'll be a direct hit.
Jackpot! It goes down. I'm not seeing any indication it was merely stunned though. Seems we killed it. Either it simply can't be stunned or we got very unlucky and the 16% of the damage that is dealt to health finished it off. Seems unlikely though, given we already landed a hit with the EMP. Unless the thing has epic stun recovery too, which it might. Who knows.
At any rate, we can finally approach the enemy ship.
Werewolf sniffing reveals... it's empty? Bizarre. I expected at least a pilot or something.
Turns out they're all holed up in this northwest corner. And this bugger sighted on Azira behind the ship.
He got two shots off with that CAWS, but by some miracle didn't land any (potentially lethal) hits.
Azira returns the favour. A waste of the ammo maybe, but it's damned cool looking.
Robroy tries his hand at busting through the ship hull with the bardiche, but no dice after 3 swings. Doesn't mean much, given how tough ship hulls tend to be. I really want to research that thing and see the numbers. Crowbar is still our strongest tool if I'm not mistaken, at least for reliable average damage per turn.
Phew. We took out a nasty group of enemies without even taking an injury. Good stuff.
More mediocre stat gains. We need a massacre to really earn some stats.
The loot was certainly underwhelming, no high ranking prisoners, and the weaponry isn't anything special any more. We did get a gauss cannon part and some ammo for it at least.
I sent our sharkbike over to look for an enemy craft as soon as the first box came up, but no dice.
What a massive waste of money. Honestly at this point I should probably abandon the base and rebuild elsewhere. OTOH, if this shit happens to our main base and blows up... well anything really... we're going to be utterly fucked. I need to figure out what is causing this and how to stop it. Might current guess are:
A: This was just triggered by time and is going to randomly happen from now on, and I was supposed to have predicted this and had way better AA to shoot down missiles by now.
B: This is caused by a nearby base that is sending out some kind of bombardment ships I'm supposed to shoot down. But the fucking things killed my radar and have attacked again before I could even rebuild, so if that's the case we're pretty fucked.
C: This is related to the secret hideout over in africa. This would be scary because it implies it could fire at by other bases too.
D: It's a monthly even that will pass, like that horde of large ships flying around last month.
E: It's retaliation for something I've done, like killing the Rimrider or Reticulan bases.
Honestly I've got no clear ideas at all. Thank god we've got the money to keep going at least.
Oh, and now the vault is full of rocks. More expenses.
Boy, sure would be nice if we still had 3 extractors and a still so I could just mine that shit into gems and gold.
I once again considered making a zeppelin or pigeon and having it float over there to keep an eye on things, but there's a problem; apparently zeppelins and pigeons don't have sight ranges like most craft do. Which, AFAIK, means it has zero chance of spotting an enemy base. They're basically just floating radar platforms. Which would be helpful in spotting an enemy ship at least, to be fair. But I'm not about to give up any of our 4 current craft for it.
More Reticulan tech.
This thing actually has excellent stats for taking prisoners, with 90 power all the way out to 12 range, and a twenty to one stun ratio. I really want one.
We unlocked this too. Seems decent but we've got way better courtesy of the Rimriders.
Well, that tough battle did have one major upside: We've got our 3 part and can actually build this thing now. These are excellent guns and fit in light slots, so they can even be used by something like the jetbike or pirahna. We've got lots of ammo for it too, the biggest drawback is that it loads in chunks of 25 ammo, which is wasteful if you needed like 6 shots for a kill.
Was browsing some shipping stats and noticed this thing has the same speed as the escorts that keep appearing at that base. If Govt fighters are going there I'm even more concerned.
I've decided on a plan for the missile swarms. It's either brilliant or retarded. The game gave me a suitable random name for the base, which I'll take as a good omen.
This base is just going to have the radar and a hangar to intercept whatever is approaching the other base, assuming they both live that long. It's not at all safe, but it's also relatively cheap. I'm certainly not sinking another 5 million into defense towers that might just get blown up again before they finish.
Spotted a large, but slow ship near our second base. Decided to intercept with the sharkbike for a look. Hmm. Mining ship? Loot? Good?
I'm not sure if this ship can blow up our pirahna in one shot or not, but it seems like a decent possiblity. However, this thing is becoming obsolete, so losing it and it's guns wouldn't be the end of the world.
Besides, it wins! Whatever gun that thing had couldn't hit us, and we eventually took it down.
Man, we've researched so much crap that probably would have given new research or production if we had a library by now. There's is going to be an explosion of new stuff in 3 days when it finishes.
Finally chatted up the living mechtoid we captured. And...
Purple shields! Or something highly related anyways. It seems we'll need the library for further research here too.
Oh, we did get one new tech from that though. Not sure how mushroom beer is related to dimension X, but I guess we'd better find out! We certainly have the mushrooms to spare.
Enough thinky talk. Time to kill a large ship full of labourers.
Err... I guess someone beat us to it. Should have brought a nun.