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   Author  Topic: X-COM Monday Nights Campaign  (Read 4486 times)
Jenniza

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ooc: I spoke to LB more on the subject. My husband has, over the years, offered to join the various campaigns when he's heard us being short-handed for various reasons... typically as a favor to support fellow gamers in need, even if on a short-termed basis.

This is unnecessary at this time for a variety of reasons, basically we have enough players currently (short-term, long-term and server-load). Bob and I are content with this line of reasoning.

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Smart Alec

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OOC: Aw! We missed a chance to meet Bob!

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Jenniza

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On the subject of stealth vs protection vs medical treatment...

as a math nerd who chews on this stuff in her sleep...

the game mechanics of stealth over the course of the last 18 missions or so when trying not to be shot at while stealthed ends up being roughly 50/50... that is despite being able to disappear from under their noses on many occassions or stay out of sight on many more... still sometimes they get lucky and sometimes they have specialized sensors (infrared for example) that see Jane and make stealth uesless and Jane gets cut to ribbons.

this leads to the next step in the discussion: protection... if Jane is going to be seen about 50% of the time anyway, I'd rather have Personal Armor than X-Com basic unifoms... Even sacrificing the X-COM +4 Scout uniform for the DR 5 stuff of the Personal Armor was worth it. At level 7 I might have been more interested in the +2 Stealth coating. Pushing the level 8 boundary, I'm starting to be anxious to see level 9's taste for Powered armor with possible increases in DR. Every boost in DR is less time Jane spends dead.

Granted Treat Injury skill points are hard to come by, Jane has none. Still using a medikit that does 20+n hps recovery might as well be done between firefights if the medic isn't present... since there isn't going to be a magic fairy coming down and healing you... you need to remind everyone to patch everyone up. Waiting til the team is critically wounded and hoarding them is foolish. Patch anyone that needs 20+ hps of healing... assuming you have zero Treat Injury. If you know how to calculate a healing kit, it's the same formula: 20+TreatInjury+Medikit worth of hps.

------------------------
Medical kit (bought at Musa) heals a few hps based on the Treat Injury score, DC 15 vs d20+Treat Injury.... unlimited attempts per person... a patient is only allowed one success per rest period no matter how many attempts to treat them.

Surgical kit (bought at Musa) Heals a lot of hps, based on Treat Injury score, DC 20 (24 if untrained in surgery) vs d20+Treat Injury... unlimited attempts per person... a patient is only allowed one successful surgery per rest period no matter how many attempts to treat them. The patient is exhausted upon a successful successful surgery until they rest.
-------------------------------------

All that said, let stealth speak for you when scouting.... expect to be shot at though... so be prepared to run like hell and take cover... cover is your friend, it is your best friend... it eliminates being shot at by 3 people so instead you are shot at by only 1, for example...

3 teammates returning fire is better than trying to stealth your way back and being shot dead.

DR keeping you alive is also better protection when you're shot 10 times than not being seen once when you're just going to shot them anyway.

recovering the extra 10 hps from a Take 20 medikit when you're at 60hps may not seem like much then.... but when you're at 0 and someone uses a Medical Kit on you to 1, you'll be grateful you'll still alive and can walk back to the Skyranger, instead of you being at -10 and dead.

« Last Edit: on: Aug 27, 2008, 10:44PM » I.P. Logged
Lazybones

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A few comments to add to the discussion:

The Powered Armor's armor check penalty is only -2, so it shouldn't affect stealth all that much (of course, you have to consider the opportunity cost if you're trading in stealth-modded light armor). It adds +4 AC and +5 DR vs. plasma weapons compared to the Personal Armor. IIRC Soheil had 28 AC wearing it last time, compared to 20 for Vasily.

If anyone intends to go the Heavy Armor route (coming up late campaign), that suit grants a whopping +14 to your base AC. Combined with your class benefit you should be pretty tough in that rig. -8 armor penalty, however, so it's a tradeoff. Should be available around 12th level if anyone is planning feats.

Investing in laser pistol upgrades is fine, but at this point in the campaign you're going to really miss the damage output of plasma weapons if you stick with the lasers. A plasma rifle on average puts out about 7 points more per hit than a laser pistol, and is more likely to penetrate resistances. Some aliens may be vulnerable to laser/fire attacks, so you may want to keep an eye on your combat dialog.

Some upcoming advances will have an effect on the medical front, and should make you less dependent on chiz's Dr. Allen. Stay tuned.

Regarding staffing, I have given the Betas henchman scripts, so if we end up shorthanded on a given mission again, you can take a few of them with you. And you have the two tanks which should help matters considerably.

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Lazybones

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on Aug 27, 2008, 12:45 PM, Jenniza wrote:
So the list is now updated to:
Research:
  • Plasma Rifle [10] – More powerful Alien weapon (requires Exotic Firearms Proficiency)

  • Actually the Plasma Rifle uses the base firearms proficiency. You're thinking of the Heavy Plasma.

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    Jenniza

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    on Aug 28, 2008, 1:11 AM, Lazybones wrote:
    on Aug 27, 2008, 12:45 PM, Jenniza wrote:
    So the list is now updated to:
    Research:
  • Plasma Rifle [10] – More powerful Alien weapon (requires Exotic Firearms Proficiency)

  • Actually the Plasma Rifle uses the base firearms proficiency. You're thinking of the Heavy Plasma.


    Do Laser Rifle & Plasma Rifle use the Advanced Firearms Proficiency? (ie rank 2 Firearms Proficiency... the same as SMG's, etc)

    where
    rank 1 = Personal Firearms (Pistols)
    rank 2 = Advanced Firearms (SMG's, etc)
    rank 3 = Exotic Firearms (Heavy & Special)

    The normal D20 notation, I thought, was listing rifles as Exotic, hence my confusion. I was probably mistaken or something.

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    Smart Alec

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    I think that whereas the Laser Rifles use Exotic Firearm/Weapon Proficiency, the Alien Rifles use Personal Firearm/Weapon Proficiency.

    Which just goes to show that no matter how smart our scientists are when it comes to designing new tech, the aliens still far, far outstrip them in the ergonomics stakes.

    I think this is because the alien rifles are in fact 'longarms', like the Spectre. However, the alien rifles are automatic weapons, I think, and if you don't have Advanced Firearm/Weapon Proficiency, you'll suffer a -4 to hit when trying to autofire, even though you'll suffer no penalty for shooting them normally.

    I think.

    « Last Edit: on: Aug 28, 2008, 7:16AM » I.P. Logged
    Lazybones

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    All I know is that when Mulu was designing the mod, he put the plasma rifle into the Personal Firearms category. Probably due to the limited number of new weapon models available than to some overarching calculation. I probably would have put it under Advanced myself, but I'm not going to mess with it at this point.

    I'm not sure if plasma guns can be autofired, you can test that out next time if you like.

    EDIT: Plasma Pistol and Plasma Rifle are semi-auto; Heavy Plasma is full auto.

    « Last Edit: on: Aug 28, 2008, 1:43PM » I.P. Logged
    Smart Alec

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    A Week of Vasily
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    "Feel kind of loose. Rattles."

    "We can fix that, Mr. Kasprjak. Hold on."

    A series of whirs and clanks follow, as the technicians begin to tighten bolts, test straps and make adjustments at the console the suit is plugged into. "Is that any better?"

    The Russian makes a fist inside the mechanised gauntlet, and takes a few experimental steps. "It feel like elephant sitting on me," he complains, beginning to sweat. He couldn't imagine running and fighting while carrying weapons and gear in a getup like this -

    "How about now?"

    - and suddenly the crushing weight was gone, as the generator on the back of the suit began to hum. He took a couple more steps, bounced on his feet a couple of times, and nodded.

    "Better."

    ***

    "Here is coffee."

    Catalina accepted the steaming beverage gratefully, with a hint of a rueful smile. Somehow Vasily imagined she got a lot of coffee brought to her; the frequent glances the male nurse at the wall console was giving the both of them only reinforced the impression.

    "Get better, yah? I got whole bag of explosive waiting for when you get back, ha."

    ***

    "So how this work?" Vasily frowns at the arrangement of strange gadgets.

    "Well, agent, if you'll just wear one of these, like us..."

    The Russian twitches at the strange feeling of the headgear, and the alien thoughts that begin to form in his hindbrain, emanating from the apprehensive creature a few feet away from them. Puzzlement, trepidation, anger - and as the alien's eyes focus on him, a faint twinge of recognition, a sudden flash of memory of a blue-armoured fiend wielding a stinging pole.

    "Hey," he says, staring back. "You and me. Going to have talk."

    ((Vasily - 'helping out' with the interrogation. Intimidate skill level: 5!))

    ***

    It's seemingly a random impulse that causes Vasily to stop Hadrian in the corridor and brandish a stun rod, and it's not entirely clear why until he says:

    "Hoi. Jones? You want one of these, you need put in request, yah?"

    ***

    ((OOC: Ok! Let's seeee...

    So far we've got -

    Research: Alien Rifles (10), Elerium-Powered Biogenesis Unit (10), Floater Navigator (4 - but hopefully Vasily can break 'im!)

    Manufacturing: 1 Powered Armour suit (for Vasily).

    Anyone else want anything from the Manufacturing division, especially in light of the discussions above?

    To quickly clarify, the stun rods are electrified melee weapons (based on spears) that we use to stun aliens and take them alive in-game. Vasily and Soheil both carry one, and they're handy, as alien capture is one of X-Com's overall missions. (We still haven't captured an alien medic alive yet! )

    Although the laser weapons are being superceded by the plasma, I do get ammunition worries - the laser feels like a useful emergency weapon even if it does weigh 10 pounds, and it's effective against 'weaker' troops that we might not want to waste plasma ammo against. If we manage to get by without too many ammo problems with our plasma weapons, though, I guess I'd consider dropping it.))

    « Last Edit: on: Aug 28, 2008, 11:38PM » I.P. Logged
    Jenniza

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    Jane offered to help out in the lab with construction of the powered armor, since that was theonly thing being made this time. Perhaps she could have helped with the research stges of the other projects; but, she as typically better at the development ends of things... the practical applications... seeing and doing, rather than thinking and theorizing, even though se was capable of it.

    So off they went to begin work on the first production model powered armor. Vasily was anxious to volunteer to be fitted for it. This gave them the chance to try experiments with VDU technologies with the aliens, testing out alive fire experiments on it (this kept the med bay busy when the intensity was over stated a little followed by some Russian curses) This gave Jane an idea that she wanted to run past Dr. Allen, a bio-assist system that kick in, in the event of overwhelming shock to the system.

    (ooc: trying for either the VDU system, and suggesting to chiz to write something that might get a fortitude bonus for when we get near-death blows from guns, or do it myself... craft mech +12)

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    vanya mia

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    Catalina sipped the coffee, the smile extending into a grin at his jest accompanied by an apologetic shrug. "Sorry, big fella. Looks like the one time you needed me I had to go and do something stupid." She tried another small grin. "Well, maybe not the first time, but you know what I mean. I need to learn to jump when you say so, eh?"

    The grin became a mixture of inquisitiveness and concern. "How are you feeling about it all? Don't say if you don't want to but, you know, fully understand how it might feel and all that. Isolated, not sure what's going to happen next. So, you know, if you wanna ... oh I don't know, knock back a litre of vodka and talk." She rapped the foam cast and smiled wryly. "I've still got two ears, but can't run away and can't chase you if you want to run yourself."


    ((OOC - Hi from sunny Crete! Bad timing on my part but then this is my family break and I have to take time off for those or become a single mom. I've skim read the discussion on skills, so might have missed the point a little but would like to drop in my penny worth.

    Possibly only my opinion, but I'd hesitate to multi-skill. Sure if you've points spare then go for it, but with D20 being what it is in most cases you'll have to multi-class to take the trap/locks skills as anything other than cross class. Search is the biggest sticking point, as the infiltrator class skill is bugged. Plus as SA says, this is the first time that these skills have been really needed. In fact I'd thought of omitting their development with Catalina as they'd seemed wasted.

    As for stealth, Cat is maxed out on hide and move silently and she still gets seen/heard occasionally. If it's any use as a relative measure, she could see/hear both Jane and Hadrian immediately, so unless you're taking classes where you can max both then I doubt you're going to beat the aliens. I agree with SA, staying in one group is the best policy due to the alien's fire power. There have been few scenarios where it has been really worthwhile anyway, and more than one trying to scout ahead just multiplies the chances of someone being seen.

    Add in to this the vaguaries of some of the tile sets. In situations where you could ordinarily return to stealth after an encounter, in these the hostiles still seem to be able to see you. Sight is not blocked by the walls, and so once you leave stealth in an internal area that's often all you get.

    Of course, your characters are your own, but I'm definately with SA in that Chiz and myself away at the same time isn't something that's going to happen a lot, and what we really needed before the two new PCs joined was fire power! I'd hesitate to multiskill to the detriment of that.

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    chiz

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    on Aug 28, 2008, 1:10 AM, Lazybones wrote:
    A few comments to add to the discussion:

    Some upcoming advances will have an effect on the medical front, and should make you less dependent on chiz's Dr. Allen. Stay tuned.



    ...um, sounds kind of like "...and should make chiz's Dr. Allen less useful to the group..."

    *grins* Guess I can always be useful as an alien target decoy if the healer thing becomes unnecessary.


    As to research priorities, I'll support the order SA/Jenniza outlined above, seems sensible.

    « Last Edit: on: Aug 30, 2008, 3:20AM » I.P. Logged
    chiz

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    Dr. James Allen:
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    Jim was going over more sectoid and snakeman autopsy data when Jane walked into the med lab. The bio-assist system that she talked about sounded kind of interesting, though Jim's area of expertise was more in the area of clotting and biological injury response rahter than the mechanical part of it.

    "Kind of a neat idea, Jane. I wouldn't mind trying to mock something up. Let me run it by Stan and the med research team, and unless they poke a hole it in we'll give it a try. We can start out with one of the basic kits and see if we can build a little add-on for your idea."

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    Smart Alec

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    OOC: Don't worry, Chiz, we'll still need the good Doc, I'm pretty sure...

    Last call - does anyone want:

    - Suit of Powered (medium) Armour
    - Laser Pistol
    - Laser Pistol Upgrade

    ... or anything like that? Tempted to say, build two suits of powered armour anyway, just in case someone wants one at some point.

    « Last Edit: on: Aug 30, 2008, 8:10AM » I.P. Logged
    Jenniza

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    Jane spent some time visiting Catalina to check in on her to see how she was doing. Catalina certainly enjoyed ordering around the orderlies for her coffee and snacks to see their nice bod's hussle about. Catalina, Jane, Soheil and the Beta gals had a bit of a laugh at that. Even the other female staff eventually caught the joke too. Catalina was subtle that way.

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    Lazybones

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    I'm off to a BBQ, but I'll be back right before game time.

    * * * * *

    Special Agent Drake appears in the company of one of the Agent Johnsons, who is carrying a large metal suitcase. She notes your interest and gestures for you to follow her into the briefing room. Garret is there, talking quietly with Dr. Wagner.

    "The United States has not been idle while you work your wonders here, doctor," Drake says, indicating for Johnson to open the case. Inside are an array of medical kits, similar to yours, only with the U.S. Government logo on the outer packaging.

    "You can thank the Defense Advanced Research Projects Agency for these," Drake says. "We're gearing up production for our Special Intercept Teams, but I thought that based on... ah, current events, Alpha might need some as well. Consider them a gift from your hosts."

    OOC A 10-pack of DARPA Medikits will now be available for "purchase" from Musa's store each week.

    Vasily is menacing, and maybe takes out some of his earlier frustrations on the prisoner. The floater navigator is unresponsive, and finally the Russian is asked to leave. The interrogation team believes that they can get something out of the creature in time, but so far there are no useable results.

    OOC Intimidate (5): roll 4+5 = 9 modest failure (-1 result to research)

    Jane, on the other hand, has a banner day in the manufacturing lab. The alien plasma guns are still rather mysterious in their inner workings, and attempts to integrate the complex circuitry of a VDU-assisted aiming matrix are unsuccessful. However, Jane is able to come up with some ideas to streamline the production process, allowing one suit to be built on an accelerated schedule. Several engineers are freed up to support other projects, which helps the medical unit get their Elerium-based production unit up and working on schedule.

    OOC Craft, Manufacturing (12): roll 17+12 = 29 complete success (one suit is built in half the time)

    Furthermore, in looking at Soheil's suit data recorder after the Russian mission, Grace observes that the suit's Elerium reactor puts about an incredible amount of surplus power. She rigs up a feed that runs up to the suit's right wrist, that can be directly hooked up to laser weapons. Anyone wearing a Powered Armor suit can dispense with the laser powerpack.

    The Elerium-115 Medical Processor is complete. You will start benefiting from the expanded medikit output starting next week.

    Finally, there is an e-mail from Buzz at the secret Advanced Aerospace Design Center, where he's working on the next generation of X-COM craft.

    FROM: Buzz Olloff
    TO: MEMBERS, ALPHA TEAM
    CC: Michael Garret, Kim Wagner
    RE: Russian Hard Drive

    Russian cryptography isn't what it used to be. There was some Cold War stuff, I could tell you some stories... Anyway. I broke the encryption and am attaching some of the files. Some, because apparently there was a security program that started to wipe the drive once it was tampered with. Whoever yanked this must have really had ten thumbs. Well, I got some good stuff, blueprints, schematics, experiment writeups, yadda yadda. I ran it through a translator for you, and attached the originals as well. I couldn't make head nor tails out of most of it, but show it to the Doc, he'll probably like it.


    The hard drive contains information about the Russian experiments on using energy fields and alien DNA to stimulate cellular regeneration in humans. Apparently some of the experiments led to some nasty side effects, but there were also some remarkable breakthroughs. It is likely that the OSNAZ agents that you encountered had been "enhanced" through these processes, which would help explain why they were so difficult to kill. While stronger safety protocols than those used by the Russians would be in order, X-COM researchers can use this data to begin work on regenerative serums that can eventually be used by X-COM field units.

    * * * * *

    I put the extra manufacturing this week to medikits: 18 (armor) + 6 (two pistol upgrades) + 5 (installing the Elerium medical device) + 7 (+3 medikits) = 36 manufacturing

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    cigol712

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    (Gaaaah! Late RPing once again. Wished I got more involved earlier in the week. Hooray setting-up-new-apartment craziness.)

    Soheil still didn't feel 100%, though she knew if she went to Stan he'd tell her she was good to go for the next deployment. It was something more mental, she figured—she was a better soldier than to be stupidly curious. Recalling her time back with the SAS, she briefly remembers her rejection from officer candidacy.

    She stopped by Catalina in the medical bay (though without a present in the form of coffee) and sat on the bed next to her. "God. Almost bought it back there. Then X-COM would've been down both us Brits. Would've made the Yanks happy, though, wouldn't it?"

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    Lazybones

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    +900xp for full-party IC posting this week.

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    Jenniza

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    FROM: Jane Swift, X-COM Field Agent
    TO: Michael Garret, X-COM UN Liaison
    RE: Mission Report – Attack on X-COM Base

    I wasn’t too observant on this mission I think. It seemed to be a straight out shoot-out. They infiltrated the base after posting the EMP device up above at the entrance and laid some havoc. It was a chance to test out some of their new play-toys on our defenses basically. They approached by land, took out the guards, laid the EMP on us, then some havoc, then the reapers were their back line… as if they hoped either no one could then escape or just a second row of play toys for us. I seriously doubt they believed they could take out the entire base. It’s still interesting the increased level of the threat that they threw at us. They are testing us it seems.

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    Lazybones

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    Dr. Wagner's weekly e-mail.

    FROM: DR. KIMBERLY WAGNER, X-COM RESEARCH LEAD
    TO: MEMBERS, ALPHA TEAM
    CC: MICHAEL GARRET, GRACE THELON BELUCA, AGENT INISE DRAKE
    RE: Research/Manufacturing Progress Report

    Plasma Rifles are now available for field team use. Please note that our supply of ammunition is currently limited to that captured from aliens, so please be alert to securing Plasma Cells whenever practical. Additional ammunition may be manufactured on-site if absolutely necessary, but as this would deplete our limited supply of Elerium-115, this should be considered a last resort.

    Our current Elerium-115 storage facility is 19.5% full, enough for a few weeks of operation at current rates of expenditures. Securing additional Elerium supplies should be a priority for field teams.

    We are currently working on plans to harden the base defenses and sensors to prevent a future attack like the one that just hit HQX. Our Elerium-115 reactor was not affected by the EM pulse, but our current power routing hardware is vulnerable. These upgrades will not affect the current manufacturing queues.

    Chief Engineer Thelon Beluca reports that the Lightning advanced transport prototype is being built at an incredibly rapid pace. We hope to have it ready for field testing within a few weeks.

    Research Priorities (24 points total):

    Completed Research:

    • Laser Weapons: Research complete. Laser pistols may be constructed.
    • Laser Rifle: Research complete.
    • Laser Cannon: Research complete. All future interceptors will be equipped with this weapon. Laser Defense may be constructed.
    • Motion Scanner: Research complete.
    • Heavy Weapons Platforms: Research complete. Laser Tanks may be constructed.
    • Alien Medicine: Research complete. The new Medical Lab will produce at least twelve medikits per week. Dr. White reports that when the lab is involved in research projects, such as alien autopsies, the rate of production will slow. Further upgrades may come from research into alien life forms.
    • Elerium-powered Biogenesis Unit: Project complete. Increases Medikit output by 50% or more.
    • Alien Alloys: Research complete. Personal Armor is now available for manufacture.
    • Powered Armor: Research complete. Helmets have been upgraded to provide resistance from alien psionic attacks.
    • Elerium-115 Reactor: Project complete.
    • Plasma Pistol: Research complete.
    • Plasma Rifle: Research complete.
    • Sectoid Prisoner: Research complete.
    • Snakeman Soldier: Research complete.
    • Alien Navigation: Research complete.
    • Alien Power Supply: Research complete.
    • Sectoid Autopsy: Research complete.
    • Snakeman Autopsy: Research complete.
    • Floater Autopsy: Research complete.


    Current Projects:
    • Floater Navigator (4): project underway.


    Available Projects:

    • Heavy Plasma: A massive alien plasma weapon. (ooc: requires the Exotic Firearms Proficiency feat to use).
    • Plasma Cannon: A craft-based weapon with superior range and stopping power compared to the Laser Cannon. However, unlike the laser it requires a supply of Elerium-115 to function. Once research is complete, we anticipate being able to construct a Plasma Tank and Plasma Defense using this technology.
    • Small Launcher: An alien stun weapon.
    • Vibroblade: An alien melee weapon.
    • Alien Grenade: These explosives seem to be based on a biochemical agent combined with a tiny amount of Elerium-115.
    • Advanced Medikit 2: Improves efficiency of current medikits.
    • Regenerative Serum 1: Based on data taken from the Russian base, these serums temporarily grant field agents regenerative abilities, but with mild to moderate side effects. Future upgrades may be possible.
    • Reaper Autopsy: We have two specimens of a new genetically engineered alien race in cold storage.


    Current Prisoners held in Alien Containment:

    • Snakeman Leader.
    • Snakeman Navigator.
    • Snakeman Engineer.
    • Floater Soldier.
    • Sectoid Engineer.


    Manufacturing Priorities (36 points)

    • Research Capacity: Research Labs 1 and 2 are fully operational. Further expansions will run into problems due to base size limitations.
    • Medical Capacity: the Medical Lab is fully operational.
    • Manufacturing Capacity: Workshops 1, 2, and 3 are fully operational. Further expansions will run into problems due to base size limitations.
    • Base Defense: Missile Defense and Laser Defense have been completed. Current base defense factor: 40
    • Laser Pistol: Nine units have been constructed. Units may be constructed with an integrated VDU targeting system (+3 engineer-weeks per unit).
    • Laser Rifle: One unit has been constructed.
    • Motion Sensor: Two units have been constructed.
    • Personal Armor: Six suits have been constructed. Helmets have been upgraded to resist mental attacks. Units may be constructed with stealth augmentation (+4 engineer-weeks per unit)
    • Powered Armor: Three suits constructed.
    • Plasma Cells: Ammunition for the alien plasma weapons can be constructed, requiring Elerium-115.
    • Medikit: Current level: Advanced Medikit 1. Doctor White's medical lab can construct twelve of these kits each week without compromising our manufacturing capacity. If you wish to dedicate additional resources to the project, the kits can be produced at a faster rate.
    • Advanced Surgical Kit: An advanced field intervention kit that can stabilize and restore a dying soldier. (ooc: Raise Dead)
    • Heavy Weapons Platform: Two Laser Tanks produced. It takes 3 engineers one week to restore a seriously damaged HWP to full working order.
    • HWP Repair Kit: These repair kits can only be used on HWPs and require about twice the resources of a medikit to construct.


    OOC: Your current allocations are listed in parens above.

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