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UFO/EU Multiplayer AAR Discussion


NKF

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Yep, it's Fireworks that has a second hangar being built. Orchard only has the 1 hangar that's due to complete the next day.

 

With Fort Cannon, I was thinking of plugging a general stores right next to the stores by the access lift. Then later removing the old stores to shift the choke point over to the hangar's clear entryway. The small radar's not connected to the main base so will stay for now.

 

Who managed to score the power units by the way? Great job on that. Means we can get our Power Suit research back on track once the scientists arrive. Going to be especially useful to have in Fort Cannon as it means we won't have to worry about switching to AP for indoor combat or worry about hitting an ally by mistake or by mind control.

 

- NKF

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Done with my turn.. Easier and quicker than i expected but not grumbling. Also i need a badge for joining the tankbusters pls >< (plus im thinkin its the quickest tank death ever :). )

 

Anyway off to post my story :)

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Don't speak too soon hey :) But yes very nice work team! Someone give Lysear his badge (and write 'X-Com turn 1' on it lol) I see I'm a Colonel now as well, that's nice :)

 

Who's next? And what are we going to do about that alien base? If it's Snakemen I wouldn't mind tackling it with the Cannon boys but I guess we'll need to be ready for the grinning death...

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Yeah, let's hit a supply ship at each of the bases first to confirm the races. By the time we're ready to tackle the base itself, Fireworks will have an assault team and a Skyranger. Having a choice of bringing large rockets along if either of them turn out to have Chryssalids or cyberdiscs would be very nice.

 

And if the base near Orchard has a sectoid crew as hinted earlier, if we throw some Power Suits over to Orchard and buy plenty of basic pistols and stun rods, we'll have the perfect setup for an easy sectoid leader abduction. And if we fail, there's always another supply ship.

 

As a side note: Bomb Bloke caught a navigator! to paraphrase the commander making all the funny voices in the Apocalypse outro: "Yes!"

 

- NKF

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Nice work Silencer, you know the base watchtower was just meant to be a listening post though right lol Guess we need to choose a new weapons set for that one now! :)

 

I'm going to take my turn this evening so should be ready for the next turn tomorrow. It seems to have come round fast this time and clearly the end of month report tells us we're doing well after losing HQ so early on! Now we just need to get on with some research, get plasmas on the interceptors and get our butts to Mars :)

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I'm next. I'll have my mission done and posted tomorrow night. We tend to clip through our turns in this AAR rather quickly. Wonder if we need more players in the rotation?

 

Just an observation, but I'm sure a lot of us have already noticed that the Heavy Cannons seem to be causing more stunning blows rather than killing blows in this game.

 

About the base names, I originally picked them partly to be silly but mainly to give a hint of the weapon theme at each base. Not a lot of creativity went into them. By no means do they have to stay if anyone wants to suggest something more suitable.

 

 

- NKF

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Nice clean mission NKF, very long post what with all those buildings to clear :) Left the place looking like a real warzone, everyone at base will be most proud of you, I only got to demolish a few small toolsheds on my go haha

 

Bring on the Ethereals, we can take em! :)

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Ok got the save :) taking a break from a fun mission to write this :) got a supply ship to the japan base and using the fireworks crew ><

 

 

 

EDIT- Finished 40 turns of awesome-ness, will post the story as soon as i can (lots of notes and SS to sort out), but at least we know its a snakey base in japan. Remind me to pack some cattle prods next time, assaulting ufo`s with rockets is tough.

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Smashing good mission that was. While probably not a lot of recovered weapons, there's bound to be lots of UFO bits and pieces we can use, so still a great haul.

 

I hadn't really thought this far, but what do we want to do about Blaster Launchers once available? Do we allow it at Fireworks or is Fireworks purely point-and-fire launchers only?

 

There's also one other management detail to sort out: what weapon theme do we assign the non-primary bases? They won't be attending to missions, but the defenders will need something to fight back with. Any thoughts? The heavy laser theme perhaps?

 

- NKF

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Sterling job Lysear! Just amazing work! It was a good mission well played and spectacularly written, I most enjoyed reading it :)

 

As for the weapon queries I say we stick rifles and nades in the listening posts and such. Why waste money on them by building lasers? If we go with non-standard weaponry then we can at least send them plasmas that we'll have from other missions and never use (rifles or heavies) As for the Blaster Launcher I think NKF has subconsciously answered his own question, we use them with one waypoint only. Hence it becomes a point and click upgrade of the standard rocket launchers. We could always give it 2 waypoints which would make it far more useful but that'll depend on what everyone else thinks, I can already hear Silencer shaking his head :)

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