Author Topic: The Hyphen Is Important, I Swear: Let's Play Classic X-COM [COMPLETED]  (Read 47857 times)

Stuffman

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #120 on: June 07, 2015, 12:48:39 AM »
Fuck that. We're on the verge of plasma so let's just wait for that before fighting any unnecessary battles.

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #121 on: June 07, 2015, 04:02:42 AM »
We are not dealing with that terror ship crash site; when we have the chance to pick our battles, it's best to pick ones we have the advantage in.



Radar picks up a UFO. It's not within the range of our main base's decoder so we can't crack the communications, but it appears to be a scout craft judging by the size.



We lose track of it before we pick it up again on the decoder.



Patrols pick up a UFO on the ground in Africa. We're presuming it's another scout. We have an Interceptor keep an eye on it, but it takes off and slips away.


Our living quarters at our main base are expanded, giving us room for more personnel.




Research has analyzed the alien grenades.



We allocate the scientists to other projects.



We pick up a large contact, presumably the main ship of the alien operation. It flies around, but it doesn't attack; we can only presume the scouting operations did not complete their goal. Although it's moving too fast to intercept, it poses no significant threat at this point.




And another ship shows up on radar. We pursue it as it slows down.




We finally catch up with a hostile and shoot it down after several UFOs have eluded us. We send the Skyranger in to survey the situation. We don't know what's down there, but if it's something too strong for us to handle we will pull back immediately.











We get ready for Operation Quick Trip.


We're dealing with jungle terrain here; there's a lot of obstacles to sight and line of fire here, but we can use this to our advantage.


We spot the crash and an alien firing in the direction; we're up against Floaters, for which our current level of weapons is more than enough.


Bailey has some bad luck trying to hit with the rifle.


Morita gets hit head-on, but the armor takes the brunt of the hit and he emerges without even a scratch.


The two front scouts take numerous laser pistol shots, but none of them manage to hit.


Eventually Colonel Sharpe comes and sorts the situation out with the auto-cannon.



We take one Floater out, but another comes into view. Bailey's aim is better this time around.


With the path ahead clear, we get ready to move in on the UFO.



Another one pops out of the ship, sees what's transpiring outside, and decides to get inside. However, lasers move faster Floaters, and the alien falls over dead in the doorway, shot in the back by Bailey.



We get our breach specialists into position.


Okabe gets the door first, and gives a personalized greeting to the Floater waiting for him.





We see another Floater in the cockpit; Okabe moves out of the way, giving Bailey a clean shot through the door.





Akira moves in next, spotting another one at the controls. He tries moving to give Bailey a clear shot, but this Floater's a bit quicker than the other ones. With the line of fire clear, Bailey takes the shot.

Results of Operation Quick Trip:
Jane ?Holepunch? Bailey: 4 kills, not promoted
Col. Andrea Sharpe: 1 kill, can not be promoted further
Masanori ?Doorcrasher? Okabe: 1 kill, not promoted
Toshio Morita: 0 kills, promoted to Squaddie
Michael ?Dead Liar? Blake: 0 kills, promoted to Sergeant
Cmdr. Leonid Romanov: 0 kills, can not be promoted further
Siegfried Steinbach: 0 kills, not promoted
Otto Krause: 0 kills, not promoted
Christel Unger: 0 kills, not promoted
Tatsuo Akira: killed in action
6 aliens killed by X-COM ground forces
UFO hull and navigation systems recovered

Stuffman

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #122 on: June 07, 2015, 04:07:15 PM »
Everything by the num--

Quote
Tatsuo Akira: killed in action

God damn breaches!

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #123 on: June 07, 2015, 06:43:53 PM »






With our difficulty in maintaining patrols over Africa, the decision is made to establish a new base in Kenya to extend our range of operations.



We detect a large ship; it's roughly the same size as a terror ship, but decoded transmissions indicate it's actually some kind of supply transport. We send an interceptor after it to see what's going on, and find it on the ground in Northern Canada.


Further investigation from the air reveals some kind of facility in the region. Do the aliens have a base here?




The decoder picks up three more ships, indicating massive-scale infiltration operations going on somewhere in North America. However, these ships are moving too fast for us to intercept, and exit Earth's atmosphere over Europe. This infiltration fleet could have something to do with the recently discovered ground facility...




The research team has figured out the ammunition system for the plasma rifle, allowing us to use the weapons in combat.



Now that we understand the alien weapons, we can attempt to scale them up to develop a new vehicle-mounted weapon.


We get news of an alien assault in South Africa.


Our Skyranger is still refuelling from a patrol. We're not sure if we'll make it in time.
« Last Edit: September 24, 2015, 09:52:43 PM by Tokiko, Ancillary Character »

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #124 on: June 07, 2015, 07:39:07 PM »

We are not able to get the Skyranger fueled back up before the aliens wrap up their operation in Pretoria. Our forces are not able to intervene.



A storage facility is completed at our Africa base, allowing us to accelerate our expansion.



May ends, and we get our monthly report. Our inability to respond to the fleets operating in southern Africa and North America has massively impacted our performance rating there, but that's not the most troubling part. I initially assumed that the alien infiltration operations were targeting Canada, based on flight activity and the presence of the ground facility there. However, it's the United States that has been the target of alien agents. We have lost our largest financial backer.


Our third base gets radar online, but that would have been a lot more helpful a few days ago.




The research team finishes development of the powered armor. It's vastly superior to the personal armor we're using right now, but we will have difficulty producing it with our limited funds right now. It would be worth considering at least a few sets for our scouts and breachers who are at the front of battle.


The research team can try improving on the concept of the armor by using elements of the UFO navigation systems, allowing us to create flight-capable powered armor. However, work also still needs to be done on various weapons projects and the reverse-engineering of UFOs.

CyberAngel

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #125 on: June 07, 2015, 08:21:50 PM »
Ugh. That's what you get for not having a base in western hemisphere.

Anyway, flying armor isn't all that useful, at least for now. Instead, we need all the plasma tech we can get ASAP.

Mew seeker

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #126 on: June 08, 2015, 11:33:11 AM »
Looks like the Aliens sent Snakewomen to the USA. :P
More seriously, while the USA were affected a lot by the aliens it's the case somewhat for Canada too.
Hopefully, the USA leaving X-Com won't create a domino effect with Canada.

You can wish for anything!

Iced Fairy

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #127 on: June 08, 2015, 03:05:27 PM »
I think we need to get our guns on and find a way to wreck that base.

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #128 on: June 08, 2015, 05:45:55 PM »


We put more effort into our plasma research.


We start on a second hangar at our third base.


Our second workshop at our main base is complete, expanding our space for engineering and production.





We spot new UFO contacts operating in Africa; one gets away, but we're able to catch the second one on the ground. We have a narrow window to land near it, meaning we have to deploy at night.











We get equipped for Operation Shadow Seeker.



We set out flares and prepare our advance.


We can already see the ship.


Sharpe fires off some incendiary rounds; it might be a bit much in a heavily forested area.


An alien fires on us from the east, and we decide to fire some rounds off at that spot.


The rounds reveal ? and ignite ? a Floater.


The Floater succumbs to the flames as they spread through the jungle.


We spot two Floaters hovering above the ground to the south, side by side.




Bailey gets one with the new plasma rifle, while Yamanaka cleans up the other one.


As we push up, we start coming under fire, but avoid getting hit for now.


We use some more incendiary rounds, but these don't ignite for some reason.


We consider the rocket launcher, but don't have a good line of fire.


Eventually, our luck runs out, and Blake gets hit.


We consider our next best option: have someone with really good reactions run down there and try to spot the enemy so someone else can snipe it.


We spot another Floater on the other side while trying to do that, however.




We spot the Floater we are trying to go after, and Bailey snipes it.



The other one somehow manages tor survive a shot from plasma, though.



While trying to pull back from the remaining Floater, McNeil gets shot in the back.


Bailey finally gets the Floater taken down.




And then mops up another one that's coming at us.




Trying to advance is a painful process; the incendiaries have burned through a lot of the cover, leaving us completely out in the open to anything that tries to ambush us. A Floater around the corner manages to sneak up on us. Bailey manages to get this one too, but not before we lose Colonel Sharpe.
 



We spot an alien on the roof of the UFO; trying to shoot at it doesn't work and our better shots don't have a clear line of fire. We settle for a grenade instead.


We start finally moving in on the ship, with Yamanaka and Steinbach right outside the door.




A Floater comes right out the door, killing Steinbach during the exchange of fire. Another alien is waiting just inside and fires out, getting Yamanaka too.


We get ready for that Floater to come out as well, getting Bailey and Okabe into position.


Okabe gets shot at, but survives with minor wounds.



He pursues, finishing the Floater off at point blank range.




Krause picks up Blake's equipment, going over with the Medi-kit to treat Okabe's wound.



Another Floater fires at us, getting Unger.

Okabe moves up to scout around, but gets sniped by another Floater.


This is bad. We are down to only a few troops, and there is a hostile around that corner, out of our line of sight and beyond our ability to hit. Trying to go toward it is just going to get us shot at.



We try and have Romanov go around from behind, spotting it while it's not looking.



Krause tries to move away from the side of the UFO to get a line of fire, and just gets shot as a result.


The Floater spots Romanov behind it, and he's next to go.


We're down to just Bailey now. If we lose her, we lose the entire squad. If we lose the entire squad, our position gets overrun and we lose the Skyranger and any equipment on board as well. We recover as many bodies and equipment as we can before retreating, but eventually she gets exhausted and we have to go.

Result of Operation Shadow Seeker
Cpt. Jane ?Holepunch? Bailey: 7 kills, not promoted
Cmdr. Leonid Romanov: Killed in action
Col. Andrea Sharpe: Killed in action
Sam ?Lightspeed? McNeil: Killed in action
Michiko Yamanaka: Killed in action
Michael ?Dead Liar? Blake: Killed in action
Masanori ?Doorcrasher? Okabe: Killed in action
Otto Krause: Killed in action
Christel Unger: Killed in action
Siegfried Steinbach: Killed in action
12 aliens killed by X-COM ground forces
UFO not recovered

This was an unprecedented disaster. We've dealt with night operations before, but so many things worked against us here. A lot of our most skilled and experienced troops were lost during this raid, and with little to show for it.



The interceptor watching the landed UFO shoots it down the moment it takes off, but we are in no shape to investigate the crash.

Iced Fairy

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #129 on: June 08, 2015, 06:18:06 PM »
Uh.

Well.

That's bad.

CyberAngel

  • Retired
Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #130 on: June 08, 2015, 07:47:45 PM »
Hopefully, a comeback might be possible with the advantage of Power Suits. Even just a few.

Stuffman

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #131 on: June 08, 2015, 09:54:48 PM »
Order up another round of rookies. This ain't over yet.

Zengar Zombolt

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #132 on: June 08, 2015, 09:56:53 PM »
Wow, things went badly super quickly.

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #133 on: June 09, 2015, 12:26:59 AM »



The power suits will take a bit of money and a bit of our reserves of alien materials, but at this point our standard armor just isn't cutting it any more.


We put some more of our money into hiring additional personnel.


We have just enough reserves left to make a new squad of ten. Fortunately, rotating our squad between missions means we still have some experienced soldiers left.




Research finishes analyzing the Heavy Plasma ammunition. We can start using these weapons in battle now, and not a moment too soon.




We put our research efforts into UFO reverse engineering and other plasma weapons.




That reverse engineering soon gives us some results and we can start developing next-generation fighters based on the alien technology.



With the living quarters at our Africa base finished, we requisition some soldiers to provide security detail there. We're sending them the laser weapons that our squad at the main base is no longer using.


New personnel arrive at our base.









New troops arrive at our main base.



The engineers are put to work on armor production.


The scientists are put to work on weapon analysis.


Radar spots a massive contact that's heading for Africa. We're not going to be able to intercept it, but maybe we can get a chance to intercept it on the ground.


We get every piece of armor we have equipped on our troops.


As expected, we're in range to make contact with the ship and disrupt its operations on the ground. We have vastly improved weapons and armor since our last battle. It's time to turn things around.

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #134 on: June 09, 2015, 02:00:07 PM »

We get ready to commence Operation Due Vengeance. Working in our favor are three factors: we are arriving at the landing site during daytime, we are using more advanced power suits, and we have plasma weapons on par with the aliens' own.











Our mission loadout has heavily changed. Most of the squad is using plasma weapons now, with the exception of our breachers, who are still using the rapid-fire laser pistols. Constant training has caused Bailey to become more than capable of handling heavy weapons, so she's keeping a rocket launcher with her in the event we need it.



Right from the outset, we spot a Reaper. It's not any particular threat to us at this distance, so we ignore it for now.


We get ready to move out and scope out the situation.


We spot a Floater moving out of a building, and the ship itself.


We continue fanning out, using available cover. In the process, someone fires from a window and hits Bailey in the back...



However, what would normally be a lethal injury with the previous generation of armor is just a minor scratch. Bailey fires back, getting two perfect shots through the window at her attacker.



Jones has the medi-kit ready and is right next to her, and gets right to work treating the wound.




While wounds normally interfere with firing accuracy, Bailey's just too good a shot to let that get in the way.



The Reaper's still not a particular threat, so this is a good opportunity for a rookie to get some firing practice in.




The Floater is a problem, however. From her position kneeling behind the wall she can't quite get a line of fire... but White can.


The power suit is even capable of taking a direct blast from a grenade.



Morita puts some holes in the wall trying to get the Floater that threw it, but after a few shots eventually manages to hit.



Unfortunately, the armor isn't perfect, and White gets taken down by a lucky shot from behind.


We start sweeping the buildings for any other hostiles.


Bailey and Jones get to the rear landing gear, hoping to use the Skyranger to block any line of fire from above.



We spot a Floater hiding between the buildings, and Bailey quickly resolves the situation.


Searching the other buildings finds no other hiding hostiles, clearing the way to move forward.


We use some of the wall for cover, but with foliage between the Skyranger and the UFO near non-existent, we'll need to try something to reduce our exposure to hostile fire.



We use a smoke grenade to make it safer to progress.


As we maneuver around the sides of the ship, we find another Floater. A few plasma bursts from Morita deal with this.



We soon encounter a second one. It takes some risky and aggressive tactics but Morita manages to get this one too, with Jones assisting.


We get ready to move in on what seems to be the main accessway into the ship.




More Reapers come at us. Carr is able to come around the side and ambush one, leaving us just out of the reach of the other.



We set down a proximity grenade in front of the door to try and thin out the herd.


More of the squad comes around the other side to watch the other entrance.



A Floater comes out and fires on us; apparently the proximity grenade isn't close enough to the door to work. Morita's hit, but survives, merely passing out from his injury...


...but before Jones can use the medi-kit to revive him, a grenade goes off. Jones himself is unharmed, but the unconscious Morita and several dead Floaters are blown away.




The squad on the other side handles the other Reaper by shooting it from behind repeatedly.


We get ready to move everybody we can in on the ship.


Carr takes care of the Floater in the accessway.


A Floater having been driven to panic by the constant deaths of the ship's crew comes out and fires at nothing. At this point it's an easy target.





We move up through the ship's accessway, which seems to be some sort of anti-gravity mechanism. We take care of more Floaters on the way up.


With the alien crew obviously demoralized and vulnerable, this would be a good opportunity to attempt captures. We get the stun rod ready.





We sweep the ship to search for other hostiles, finding nothing else on the second level.


We get ready to raid the third and top level of this ship.





Right off the bat we spot a Floater. Ragulin gives it a good whack with the rod.



In trying to raid one of the control rooms, Jones is shot by a Floater from just behind the door. He bleeds out before anybody can render assistance.



Watson, our other breacher, attempts to attack this room. A point blank burst of laser fire isn't enough to take down this Floater, and he's quickly met with a matching burst of plasma.





Attempts by Ragulin and Tanikawa to get in are met with similarly lethal resistance.




Eventually, Carr's able to bring the Floater in this command room down after numerous troops have died in the attempt.




Bailey finds one more Floater. It's unarmed, demoralized, and weakened. She picks up the stun rod off of Ragulin, and administers a high-voltage beatdown.

Results of Operation Due Vengeance
Jane ?Holepunch? Bailey: 3 kills, promoted to Colonel; wounded in action, will recover in 4 days
Clarence Carr: 3 kills, promoted to Sergeant
Paul Reynolds: 2 kills, promoted to Sergeant
Pierre Revenu: 0 kills, promoted to Sergeant
Toshio Morita: Killed in action
James White: Killed in action
Arthur Jones: Killed in action
John Watson: Killed in action
Andrei Ragulin: Killed in action
Tatsuo Tanikawa: Killed in action
15 aliens killed by X-COM ground forces
3 aliens captured
UFO hull, reactors, navigation systems, fuel, and entertainment systems recovered

Heavy losses were taken in this battle, but we have made even more staggering gains as a result of our victory. We not only managed to recover a massive alien ship in a nearly pristine state, but we have also captured multiple aliens alive for future interrogation. In addition, we discovered a new type of alien weapon; it was not used against us, but it appears to be some kind of launcher.

Iced Fairy

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #135 on: June 09, 2015, 07:32:33 PM »
The cost of victory seems to be high in blood and broken armor.  On the other hand Alien Harvesting sounds bad so...

Hopefully we get some good stuff off our winnings and prisoners.

Zengar Zombolt

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #136 on: June 09, 2015, 09:02:26 PM »
Amazing. What's Holepunch's combined kill count?

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #137 on: June 09, 2015, 09:10:05 PM »
Amazing. What's Holepunch's combined kill count?
29 kills total, 14 missions carried out. If she is not next in line to become commander I will be very disappointed.

Selling off some of the surplus parts and weapons we obtained from the recent raid gave us a vast surplus of cash to work with.



We disassemble one of the radar systems we no longer need with the decoder in place, and add some more storage to make room for the vast quantities of alloys and Elerium we're obtaining.


We hire some more personnel.



We expand the radar system at our Africa base.




We spot a small UFO on radar; it is destroyed during interception.



Another is spotted and destroyed.


The personnel we've hired for security at our Africa base have arrived. Additional storage facilities are finished soon after.


Our new troops, engineers, and scientists arrive at our main base.


The engineers are put to work on the power suits.



The scientists are put to work on studying weapons.


Eventually we get a hangar up and running at our third base; we don't quite have the funds to purchase a new craft yet, but we may be able to bring an interceptor over from one of the other two bases.



We spot a scout ship crossing over the Atlantic; our interceptors bring it down over the ocean.


Eventually, our storage expansion at our main base is completed.



The initial batch of power suits is completed, letting us fully armor a squad. The engineering team is put to work on medi-kits to bolster our funds until another project comes up.



Another alien scout is intercepted and destroyed.





The research team starts making some breakthroughs. We can now use the alien pistols. They have some disadvantages compared to laser pistols; they have a slightly slower rate of fire and require ammunition. However, they are far more accurate and lethal, which will make them a valuable tool for our breachers.



We have also developed a large plasma weapon that can be used by our interceptors. It has slightly less range than the Avalanche, but more than enough to attack the majority of hostile craft without receiving return fire. Its main advantage is not damage or range, but lasting power; a massive Elerium-based power supply lets the plasma cannon fire over and over again, unlike the Avalanche which can only fire three times before having to reload.


We can look into trying to create an Elerium-based surface-to-air defense to repel potential incursions to our bases. The idea of designing an HWP that uses plasma weapons has been considered, but we will need to design a new frame to accommodate the size of the power source. Perhaps our development of new fighter craft will help us make some progress in this regard.

At this point we have several options for research:
-Put everything we have into developing new craft.
-Look into developing the flying power armor.
-Look into the other alien weapons, including the small launcher we have not finished analyzing and the newly discovered larger launcher and its ammunition.
-Start studying the origin of the alien attacks. We will not make any progress on stopping this invasion otherwise.

Iced Fairy

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #138 on: June 09, 2015, 10:04:45 PM »
I lean towards lawnchairs or fighters myself

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #139 on: June 10, 2015, 05:54:18 PM »



We put our scientists into studying the alien weapons we haven't analyzed yet.




We start work on some aircraft plasma weapons. They're expensive, but they should earn back their costs over time as we spend less on missile ammunition. We can only afford a few right now, but even three is enough to give us a huge edge.


The second hangar at our Africa base is completed.




They're completed in just over a day, and we start equipping them to our Interceptors.




We send one of the beam-equipped planes to an open hangar at our Africa base.




We ship the third beam to our Asia base to be equipped to one of the Interceptors there.



The research team finishes developing their fighter prototype. Codenamed the ?Firestorm?, it uses an Elerium-powered engine to gain massive speed. However, its reliance on Elerium fuel means that it has a shorter operating time in and less range than our standard interceptors. These new ships will not replace our current aircraft, but will be part of a larger air defense strategy. The Firestorm will be used for fast-moving hostile contacts, while our interceptors will be kept for patrols and attacking slower ships or ones further away from our bases.


In addition to the Firestorm, we also developed a new type of HWP using the same technology.


In addition to continuing our research into craft derived from alien technology, we also have the other lines of research to work on. We can put everyone we have on studying the alien launchers, start studying the origins of the alien attacks, or look into other technologies.

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #140 on: June 11, 2015, 03:45:31 AM »


With weapon research under control and no other clear research priorities, we start looking into the alien origins.



Our engineering team starts on building one of the Firestorm high-speed fighters.


Before the very end of the month, we spot a UFO on radar.


We get our monthly performance review. Although the remaining backing nations are satisfied with our performance, they are worried about our excess expenses. We are going to have to cut costs by reducing staff, or build up cash reserves by obtaining more alien materials and tech to sell.



The UFO is shot down over the United Kingdom. The new plasma beam is performing well.


We get ready for the salvage mission, codenamed Summer Vulture.










First out the door get plasma pistols and medkits, most of the squad gets heavy plasma. Bailey gets a rifle and rocket launcher.


Starting off, things look fairly calm.


We spot a Floater on the second floor of a farm building.


Bailey switches to the rocket launcher for this situation.



She moves forward and away from the rest of the squad, then blows out the wall. The Floater survives, but we have a clear shot at it now.




One shot from Bailey is all it takes.



We spot another Floater trying to hide in a crop. Reynolds is able to pick it out and gun it down.


Searching the UFO wreck, there seems to be nothing inside of note. The equipment is completely destroyed, and any aliens inside are dead. Any remaining Floaters must be elsewhere.


We start searching around. This area is not advantageous for us. Going around the fences gives anything that would be on the other side of that wall a good opportunity to shoot at us through the windows.


We just get rid of the fence and the wall instead. This turns out to be a bit excessive, given that we find nothing on the other side.


While searching, one of our rookies spots a Floater near one of the buildings.



A brief firefight ends with him losing.


We move carefully around the side of the building to prepare for a takedown.


We attempt using a grenade on a timer just around the corner to try and set a trap.


It doesn't work as planned, and we see we have two Floaters to deal with now.



We continue our careful advance, while attempting another grenade.





The Floaters move into the blasted-out farmhouse, and straight into our field of fire. Another rookie winds up managing to take both of them out.

Result of Operation Summer Vulture:
Jane ?Holepunch? Bailey: 1 kill, promoted to Commander
Paul Reynolds: 1 kill, promoted to Captain
Christel Zander: 2 kills, promoted to Sergeant
Clarence Carr: 0 kills, promoted to Captain
Wolfgang Siedler: 0 kills, not promoted
Scott Taylor: 0 kills, not promoted
Masaharu Sato: 0 kills, not promoted
Sumie Okamoto:: 0 kills, not promoted
Michael Wright: 0 kills, not promoted
Mikhail Scharov: Killed in action
4 aliens killed by X-COM ground forces
UFO hull recovered

We might want to consider a lighter touch for intercepting scout ships if we want to recover material from them. Once we have the funds, it might be worth giving at least switching one Interceptor over to the smaller Stingray missiles so we aren't constantly obliterating the engines on scout craft.

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #141 on: June 12, 2015, 01:12:40 AM »

We screen our current batch of rookies; to save on funds, any that aren't up to our current standards for combat personnel are getting dropped from the roster

The screening process and assigning roles in a squad:

Scouts/Breachers: Squad members with high reactions are the best for scouting. When moving, they are less likely to get fired on by enemies they spot. Scouts are usually given pistols to fire as often as possible on targets they spot; accuracy is generally not a concern as they are either at very close range or supported by sharpshooters. As they can use items in their off-hand without an accuracy penalty, they also tend to act as medics.

Sharpshooters: Squad members with high firing accuracy are best for long-range shooting. They generally stay out of the sight range of enemies, letting other squad members spot targets for them. Rifles are the weapon of choice here, and snap shots are used to take multiple shots; the lower accuracy from them is offset by the high base accuracy of a skilled sniper.

Heavy Weapons Users: Squad members with high strength are assigned our larger weapons, such as cannons and launchers. Firing accuracy is not as crucial for these weapons, as they either do not need to directly hit their targets or are used against large objects such as walls and terrain. Low reactions are preferred, as there is nothing worse than someone with a twitchy trigger finger and high-explosive munitions.

General Infantry: Squad members with no clear defining trait but good all-around performance become general troops. They are given our best all-around weapon, which at this time is the Heavy Plasma. They do not particularly excel in any role, but are capable and flexible enough to handle short-range and long-range shooting, recon, and small-scale demolitions.



The long-range radar at our Africa base is completed. The layout's not particularly good right now, but we can't particularly fix it right now with our current funds.



The research team's investigation into the alien origins makes some headway, but we'll need to interrogate an alien leader to narrow down the range of possibilities for the location of their stronghold.



Fortunately we already have at least one from the raid on that massive alien ship.


We have more pressing matters on Earth, however: the aliens have attacked New York. Why they want to attack an American city is beyond us when they already control the US government, but we have to respond.


We get ready to deploy for Operation Enduring Resistance.










We get equipped and ready to move out.




Off the bat, we spot a Sectoid on the ground. Zander takes it down without having to take a step from the Skyranger.




We spot another Sectoid across the street. A few shots with a plasma pistol gets this one.


We get into position and get ready to move out.



We spot another pair of Sectoids.



We get Commander Bailey into position for sniping.


A stun bomb is fired in our direction, but with the power suits, it has no effect whatsoever.



Another Sectoid comes into our field of fire, and is taken down in two shots from Bailey.



With this corner, it's better to try and use a grenade rather than try to chase after it.


In the Skyranger, a situation suddenly develops. Masaharu Sato suddenly reels like he's been hit, even though an enemy hasn't even seen him. He suddenly panics, dropping his weapon and freezing in place.


We spot a new type of alien in the gas station that is acting as our current front. Is this some kind of alien HWP?




It's about as fragile as our HWPs are, it turns out. And highly explosive, given that it puts another hole in the pavement as soon as we've punctured the shell of the vehicle.



We spot more Sectoids skulking in the burning wreckage of the gas station.




Pearce has things well under control. He takes cover in the garage and prepares for the next strike.


We spot another Sectoid coming out of a residential building.



Bailey moves to get a line of fire, and takes the alien down.




Pearce moves out and spots another Sectoid at close range. After a brief exchange of fire, he comes out on top with not a single injury.


On the edge of our vision we spot a Sectoid trying to run away from the gas station,



Another alien is found on the sidewalk between the back of the gas station and a residential building and is quickly mowed down.



The Sectoid trying to retreat from the battlefield is picked off by Zander, who had fanned out to the southeast.



We spot one last Sectoid hiding in an alley, where it can't escape from us.

Results of Operation Enduring Resistance
Cmdr. Jane ?Holepunch? Bailey: 3 kills, cannot be promoted further
David Pearce: 4 kills, promoted to Sergeant
Wolfgang Seidler: 1 kill, promoted to Sergeant
Scott Taylor: 2 kills, promoted to Sergeant
Christel Zander: 2 kills, not promoted
Clarence Carr: 0 kills, promoted to Captain
Michael Wright: 0 kills, not promoted
Gennadi Maleev: 0 kills, not promoted
Masaharu Sato: 0 kills, not promoted
Sumie Okamoto: 0 kill, not promoted
No X-COM casualites
12 aliens killed by X-COM ground forces
6 aliens killed by alien forces
1 civilian survivor rescued

The surplus weapons and alien corpses have been sold off, putting us back at a positive balance.

The alien weapon platform we encountered is being referred to as the ?Cyberdisc?. Although it was destroyed before it could attack and we have no clear understanding of its weapons, we do know it possesses a hover capability and some level of armor. If we had encountered these units earlier on we would have had difficulty, but our current weapons are more than enough to handle them. We must be careful of collateral damage; the Cyberdisc appears to have a self-destruct function and will detonate if critically damaged.

We are observing Masaharu Sato's condition, and there is little that indicates he would be prone to the kind of breakdown he experienced during this mission. He reports feeling like ?something was crawling inside his mind?. If it is possible for our minds to be attacked, then we have greatly underestimated the power of the Sectoids ? or perhaps the entire invasion.

Zengar Zombolt

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #142 on: June 12, 2015, 03:37:11 AM »
It's like there's less civilian survivors with each passing terror mission D:
At least none of ours died this time, though. But psyker stuff is starting to become relevant.

CyberAngel

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #143 on: June 12, 2015, 04:23:51 PM »
Quote
Floater Leader

I just knew there was a reason you hadn't mentioned who the captured xenos were ;)

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #144 on: June 12, 2015, 05:42:39 PM »

With our recent surplus, we're getting some Stingray launchers for some of our fleet. They'll be used against the smaller craft so we have a higher chance of recovering valuable materials like reactors and Elerium. If these components don't go into our own engineering programs, surplus UFO parts are worth a good amount of money.


We invest in an additional hangar for our Africa base as well.


We also order an Interceptor and Stingrays for that base as part of the ?light touch? strategy for scout interception.


Our first Firestorm is online.



However, before we can use it, we need to get it armed. Engineering gets to work on a Plasma Beam.



The science branch finishes its interrogation of the Floater leader, and we get more info on the location of the alien stronghold. The answers we're getting seem almost absurd, but we have to look into every possibility.



We see a ship heading away from the alien base in Canada. We would go after it, but it's moving too fast for our standard interceptors and our Firestorm is not prepared yet.



A few hours later, our Firestorm is armed and ready.


We add an additional hangar to our Central Asia base. As our funds allow us, this base will be expanded for the purpose of aircraft production; we will transfer some of our engineering staff here and use the space to construct Firestorms and other new craft.



Our batch of Stingrays arrive, letting us re-equip one of our interceptors.





We spot a scout craft moving over North America. This proves to be a perfect test run for the Firestorm, and it quickly crosses the Atlantic, shoots down its target, and returns.



Another UFO appears on our radar, and the Firestorm goes for a second sortie after a quick stop to refuel.


We go after the crash site in the US first; while Mutons are a more difficult target than Floaters, we'll be arriving in daytime for an easier fight.











We get equipped and ready for Operation Jade Relic.



We start by setting down some smoke in the field.


With some cover in place, we start scouting the area out.


We're already spotting Mutons.



Some early attempts at shooting it miss, but with the smoke, it's going to be a lot harder for them to spot us and hit us.



Sato, eager to make up for what happened in New York, gets the lethal hit in.


We spot another Muton just under the Skyranger and one of their more troublesome traits starts to become apparent; they seem to almost blend in with grassy terrain.





A brief exchange of fire leads to some non-serious injuries to Christel Zander, but fails to stop the Muton. As usual, Commander Bailey sorts things out.



More are spotted in our vicinity.



Some plasma from Sato sorts out the one to the east without it getting a chance to fire back.



After some failed shots by some of the other squad members, Bailey cleans the last one up.

Results of Operation Jade Relic
Cmdr. Jane ?Holepunch? Bailey: 2 kills
Masaharu Sato: 2 kills, promoted to Sergeant
Clarence Carr: 0 kills, not promoted
Scott Taylor: 0 kills, not promoted
Wolfgang Seidler: 0 kills, not promoted
David Pearce: 0 kills, not promoted
Sumie Okamoto: 0 kills
Gennadi Maleev: 0 kills
Michael Wright: 0 kills, not promoted
Christel Zander: 0 kills, not promoted; wounded, will recover in 2 days
5 aliens killed by X-COM ground forces
UFO hull and navigation systems recovered

We don't know who screwed up the math; 5 aliens were reported killed but we only saw 4 and only added that number to our roster's records.. Either way, this was a very simple and straightforward operation with only one minor injury among our troops. An easy mission is good for us, as we're going to be deploying to the other crash site as soon as possible.

Iced Fairy

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #145 on: June 12, 2015, 11:18:17 PM »
Looks like we're making progress again.

Stuffman

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Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #146 on: June 13, 2015, 01:54:34 AM »
Nice to see a Muton mission not go horribly.

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #147 on: June 13, 2015, 04:08:24 AM »
We're barely back from our previous deployment and we're already off for Operation Sahara Mirage.











The squad gets geared up.



Right off the bat, we're close to the crash site and it seems to be in good shape.


We have squad search through the desert for any stray aliens while preparing for the breach.


We have someone go up to top of the dunes to get a better look. It doesn't seem like it, but these dunes are actually quite risky for us. It is hard to see across, and we must expend time and stamina to get up to the top. There is no cover on the dunes, meaning that if we spot an enemy during the climb, we are in an extremely vulnerable position.


Half the team is in position and ready to breach.



The entrance looks clear, giving us a good window to move everybody in.



We push in on the left side, moving Carr and Siedler into a small room near the cockpit.


Taylor and Okamoto move up on the right.


A Floater comes into the room, shooting Carr and walking back out before Siedler can retaliate.



Siedler goes through the door and pulls the same trick on the attacker.



He turns, spots another Floater near the controls, and takes that one down too.


However, there isn't time to shoot the third one.






Okamoto and Taylor come in from the right and deal with the situation.




We move up, taking out another Floater that was hiding around the corner in the process.



A Floater comes out of the engine room and tries attacking with a stun launcher, but only succeeds in knocking itself out.



Siedler looks into the engine room and spots one more Floater watching the reactor. At this distance,  there's no way for it to escape.

Result of Operation Sahara Mirage
Wolfgang Siedler: 4 kills, not promoted
Scott Taylor: 1 kill, promoted to Captain
Sumie Okamoto: 0 kills, promoted to Sergeant
Cmdr. Jane “Holepunch” Bailey: 0 kills
David Pearce: 0 kills, not promoted
Masaharu Sato: 0 kills, not promoted
Victor Maleev: 0 kills, not promoted
Gennadi Maleev: 0 kills, not promoted
Michael Wright: 0 kills, not promoted
Clarence Carr: Killed in action
5 aliens killed by X-COM ground forces
1 alien captured
UFO hull, reactor, navigation systems, and fuel recovered




Using our funds, we expand the Asia base further. It finally gets a Hyper-Wave Decoder, and we add on to the living quarters and storage facilities.
« Last Edit: September 24, 2015, 10:05:52 PM by Tokiko, Ancillary Character »

Iced Fairy

  • So like if you try to hurt alkaza
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    • Daisukima Dan Blog
Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #148 on: June 13, 2015, 03:17:57 PM »
"Today only one person was shot in the face.  Great success."

Re: The Hyphen Is Important, I Swear: Let's Play Classic X-COM
« Reply #149 on: June 14, 2015, 12:30:59 AM »


Our additional interceptor arrives and is armed up.



We spot a small craft on radar, but a single shot from an Interceptor obliterates it.



Research has finished analyzing the ammunition for the large alien launcher; it appears to be some kind of Elerium-based warhead.


We also finish studying the recent intelligence obtained from the alien leader. We have confirmed the location of the alien stronghold is on Mars. However, we will need more information to find out the precise location; our best chance is to find an alien commander from either one of their capital ships or their Earth bases.



We put more work into the alien launchers.



We also start interrogating the Engineer we obtained from the previous operation.



We discover another scout craft on radar, which gets vaporized by a single shot from the Firestorm.



Another scout on a different mission gets taken down over the Atlantic.




The small alien launcher is now fully analyzed and ready for us to use.




The Firestorm catches another Scout over the Middle East, knocking it out of the air with a single shot. We are ready to move in and salvage the crash.