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Protecting the Future


silencer_pl

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We are off for the second UFO.

 

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We had to wait quite a while for them to come out this time.

 

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Our men begin to catch up with reaction fire. This one had primed grenade, a uncommon thing amongst the Skeletoids.

 

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We slowly gather inside the UFO.

 

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And we kill them as they show.

 

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That was quite a duck hunt. But there are more.

 

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We hear them go berserk.

 

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But there is more. I don't like hide and seek games. Sometimes I don't understand sight algorithms. I was standing above him.

 

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With that taken care of we hope for some rest.

 

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Now we can make more money.

 

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New week.

 

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New week, new opportunities. We buy some stuff, we sell some stuff, we buy new Hawk Air Warrior and aliens will probably introduce new UFOs.

 

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It's been a quite day so far.

 

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Not so.

 

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I've checked organizations one more time - everything is at 0% except Megapol - 32% and Nannotech 5%. Either this is updated once per week or I don't know how it is calculated.

 

 

 

 

 

Oh goody. If I can't get a promotion at least I can get a shot in the face. :(

 

I hope you invested some money into facial reconstruction, Silencer.

 

Don't worry - our medical facilities have everything you need. If not well then surely we have something artificial.

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I've checked organizations one more time - everything is at 0% except Megapol - 32% and Nanotech 5%. Either this is updated once per week or I don't know how it is calculated.
I haven't tested that carefully; I think it's updated every 30 minutes.
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You can do with nurses after we deal with Alien threat. I'll even forget you have a wife :P

 

I haven't tested that carefully; I think it's updated every 30 minutes.

 

Maybe - I'll check your theory after that mission if the % will drop.

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We again arrive at police station. Jeez can't the Law handle things sometimes?

 

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Looks like this station has some kind of small prison here. Not a moment we step into the station corridors we are attacked by hyperworm and brainsucker. The first is taken care of by HE in reaction fire, the second we deal moments later

 

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Something tells me to look behind and check the prison gates. And boy I was right. This sneaky git thinks he can outsmart us.

 

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Now the real challenge begins. After first shot a blue field appeared to us... They are using some kind of shielding technique... damn it. We grab our stun grapples and zap him to no effect. Well then our psykers managed to stun him little. Our last resolution is to use stun grenade - we need that tech.

 

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We take the device and kill the alien.

 

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We spot another alien and rushed after him. This one wasn't protected so we punctured him to bits.

 

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Moving forward Thorondor spots Anthropod. Having keen eye he spots that he is wielding Brainsucker luncher. He imminently hit the deck and went full auto with me backing him up with laser fire.

 

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Meanwhile on the other side I got a feeling that this prison cells can contain something more.

 

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There are more of this buggers and one of them threw a bomb under Thorondor.

 

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His armor protected him better but we both had splitting headache and will join SV in face reconstruction programme.

 

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NKF rushed after the remaining Anthropod being our best sprinter here. When he reached his target he swung his sword but the blue field stopped the blade before it could reach its destination. Oh bugger as he didn't have enough TU's to scram... Well there was only hope that the alien panic and will drop under the stun grenade.

 

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He more went berserk missing NKF by an inch and dropped right after. NKF you lucky bastard.

 

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Now this situation raised an eyebrow for me. I was sure that swords cut through force fields as they aren't projectiles like toxigun. I thought that power swords will be my secret weapon against those - guess I will have to use old tactic - stun them and grab them.

 

 

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After the mission I checked what zaimoni said. The % check is made each day but I don't think it is 30 minutes but maybe 1 hour - I've checked by fast forwarding and every 1:30 the % dropped by 1 for Megapol. That raises the question how does aliens infiltrate the city If I kill every infiltration squad?

 

That was the last mission this day.

 

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I almost thought that this day will be quiet but no. They've come and brought new type of UFO.

 

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Those 3 attack ships will royal pain. 1st Ufo drops units here (that is sewerage system).

 

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2nd drops here

 

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and the third (that is the new ufo) doesn't arrive to given destination. Summary of this alien assault is 3 shot down ufos, 2 of our crafts require serious repairs.

 

Looks like we will have busy evening men.

 

We also pissed of one of the local gangs. Although they are not important for us, but gangs have tendency to assault our bases.

 

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And of course our dearest friends Transtellar... god how I hate them.

 

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Now this situation raised an eyebrow for me. I was sure that swords cut through force fields as they aren't projectiles like toxigun. I thought that power swords will be my secret weapon against those - guess I will have to use old tactic - stun them and grab them.

 

Ah, Dune style. Swords are something I don't think I ever tested, more a thing of turn based game.

 

Transtellar... Raid?

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No - they are the most important to keep them at least none hostile. If they are hostile then forget transfer between bases and I think we will have a second one and when hired your troops must walk to your base. If they are soldiers you can give them a lift by a vehicle but if they are civilian units then forget it. And of course after battles with UFOs some pedestrian links can be damaged and it can take up to few more days for them to arrive.

 

For now my only chance the UFOs will come down and try to destroy the city and that will happen in 3-4 weeks I think.

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I've checked them at the beginning of this week - everything was under control. Might check again if you mentioned it. But shouldn't infiltration only occurs if I fail to catch the infiltration team when dropped ?

 

All drops immediately generate a tiny amount of infiltration in the adjacent sites the moment they are created. Or, if not at the exact moment, there will be some by the time you arrive. After you've cleared the main site, the infected sites will strengthen a bit then die off. If they strengthen too much they will eventually lead to the alerts you're getting. They may even start infecting nearby sites as well (including the original drop point).

 

To counter this, recall where the drops were made (I like to park a hoverbike or hovercar). Then update your top 10 infiltration graphs. If you see any sharp rise in infiltration, open up the organisations tabs and select the organization to highlight their buildings in the overhead map. Look for a building near the drop point, then go investigate. After that, wait an hour or so and repeat he process. This only needs to be done a few times before the graphs start to drop off naturally.

 

With this active prevention, you shouldn't get any random alerts. It's a bit of work at the start, but it does give your agents plenty of rest time until the next incursion.

 

- NKF

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All drops immediately generate a tiny amount of infiltration in the adjacent sites the moment they are created. Or, if not at the exact moment, there will be some by the time you arrive. After you've cleared the main site, the infected sites will strengthen a bit then die off. If they strengthen too much they will eventually lead to the alerts you're getting. They may even start infecting nearby sites as well (including the original drop point).

 

To counter this, recall where the drops were made (I like to park a hoverbike or hovercar). Then update your top 10 infiltration graphs. If you see any sharp rise in infiltration, open up the organisations tabs and select the organization to highlight their buildings in the overhead map. Look for a building near the drop point, then go investigate. After that, wait an hour or so and repeat he process. This only needs to be done a few times before the graphs start to drop off naturally.

 

With this active prevention, you shouldn't get any random alerts. It's a bit of work at the start, but it does give your agents plenty of rest time until the next incursion.

 

- NKF

 

A lot of effort here but I will try it.

 

Here is the graph of top 10 after today's invasion but before any mission. UFO raids don't take long in time, and using Valkyrie as transport allows me to get to any place in 1-2 minutes so for all missions I get before anything on the graph can be updated.

 

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So as you can see only Megapol had recent problems that I dealt with and the scale goes down.

 

Rookie Wintermist reporting for duty. Human PSI specialist.

 

(Hi all, new to the forum but loved this idea, I'd love to join in! Great read so far!)

 

Welcome aboard. Well we don't have PSI rookies in our ranks and definitely this is not the game were pure Humans are PSI specialists (it would be very hard to have a human to get all the PSI stats with 30). But you are welcome anyway.

 

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Welcome to the forum, Wintermist! I'm sure you'll go to captain in no time. :grumblegrumble: ;)

 

Who knows. I am not sure if game gives rank if I manually promote agent to the rank of the Big Boss. And I am pretty sure who will that be.

 

Anyway, we arrive at the sewerage systems.

 

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It's clumpy here and there should be no problem finding aliens (or they finding us in that matter).

 

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Here they come.

 

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They start devastation already.

 

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NKF got critically hit in the guts, his bolts almost came off. He healed the wound but with so much damage done he made "Exit, stage left".

 

Veki almost lost an arm when pooper blow up right beside him. Maybe he will join Grav Ball legaue after the war :)

 

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Just for precaution, stun nade.

 

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Good reaction though he missed with HE a blast damage killed the bastard.

 

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Aliens fainted, now grab their shields and kill them.

 

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Looks like they have new toys too. You don't want to step on to this one. If you lose some legs and can tell anyone about it, you will be one lucky son of a ...

 

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Here we find 2 multiworms and spitters.

 

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Stun grenade was just for slowing them down. Good thing the armor wasn't burned by the acids.

 

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Kill it.

 

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All of the Anthropods and Skeletoids are dealt with. Others too.

 

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That was tough one. 5 injured, but we have replacements.

 

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Now to that other site.

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Veki almost lost an arm when pooper blow up right beside him. Maybe he will join Grav Ball legaue after the war smile.png

That's what I'm thinking as well. IF I live, free tickets for my squad mates. wink.png

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We are "Back to School" (anyone remember that?) again.

 

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Aliens show their faces quite fast.

 

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Better throw a grenade then fail at shooting.

 

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I found you.

 

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Gimme that shield and you can die.

 

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Every intelligent alien here has a shield... It is worrying because I must stun them to get the shield. It is too expensive in work hours to build and we are not swimming in money either.

 

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Those two are sleeping nice.

 

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Now they will never wake up.

 

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Those agents you see on the floor are stunned because of failed rolls in stun clowd. The one which I am pointing is injured and bleeding. I killed a worm that did this now I hope she will wake up or I will finish the mission before she bleeds to death. This is the disadvantage of medi kits. You can heal yourself but no one else can heal you.

 

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More of that.

 

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Good, now only you.

 

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Oh, thank you. You are awake and can now heal.

 

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And we have dealt with Skeletoids.

 

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That was tense. With those shields it is quite tough. Soon I will be foregoing laser and give plasmas. Auto Cannon still will be used as it has good firepower.

 

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We arrive at the crash site of first UFO

 

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We immediately run towards the entrance and so does the aliens.

 

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Fortunate this ones don't have shields.

 

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I don't know if he didn't want to blow up because he thought that would kill Skeletoid or perhapse flying even 1 sector above will disorientate him.

 

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We enter the UFO and now there will be fighting.

 

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Bleh - so many of them and failed psionics attacks. Let's just get those who we can and hide.

 

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Well we will have to work again wtih stun grenade and hope that they will fall. Hmm 3 of you - well better throw grenade there.

 

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Hey, I caught the right one.

 

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And they didn't waste any chance when he dropped that shield

 

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This one here failed to be stunned and threw grenade. Fortunate it landed on the bottom and again fortunate Azrael just had his feet slightly burned. If he would throw it on the right floor, well that would be something not pleasant to see.

 

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Some are starting to lose.

 

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And we use this situation and thanks that he didn't have shields.

 

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The one that threw grenade was very resistant to stun grenades... Lucky he was in frozen mode for few turns and we managed to take control of him.

 

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That was tough mission. 4 people were slightly injured. Well it will be 9 people on next mission.

 

 

 

 

 

 

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May I please join the fray? Oh, one tiny suggestion. consider a third Hawk Air Warrior to carry us around, as well. And use interceptors to intercept UFO's. It's been ages since I really played, but I do remember how.

 

*Edit* Another thing, bribery works well. Having like Transstellar and the cops on our side is good. As well as the Gravball league. That last one will help with the recruits.

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Yes you may.

 

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I will probably ditch the Valkyrie in next week since it is worthless now because of low armour.

 

Bribery works well but I don't have 100k to make Transtellar not hostile if you read all. Cops are always on our side.

 

 

We arrive at the second UFO.

 

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They are welcoming us with brainsuckers. We are under the UFOs hull so our heads are well protected.

 

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Blast the pooper and you will blast the Spitter.

 

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Another sucker.

 

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Damn it. I hate when aliens just fire 1 shot and they like bang critical hit.

 

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Bleh, breath the smoke bitches.

 

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Well at least I have them on the ground.

 

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That was fast but tense.

 

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I've gathered enough money to repay our relationship with Transtellar and Psyke.

 

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They will be crawling for help sooner or later when aliens start using Battleships and Motherships.

 

 

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Keep Transtellar at least neutral. That way, you can keep your excess hover bikes and cars there, and interceptors. Anything needing repairs go to your base. Then back to Transtellar. I read that in a strategy guide. It does work. Any other place that is not important, like gangs, etc., you can do a raid on them, and then offer a bribe to get them to neutral. And Cult of Sirius, hit them as often as you can. Mainly stun weapons, there.
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