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Article #476

Re: XCOM- UFO & TFTD : Moral dilemma...

#476
From: Shaun Green Greenish9
Date: Wed, 30 Sep 1998 00:00
49 lines
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Wonderful!  Another Cyberstorm fan!

Greenish_9

Morgane wrote:
> 
> Detonate <deto...@detonate.demon.co.uk> wrote in article
> <906508638.7569.0...@news.demon.co.uk>...
> > Basically, when you start a game, you get to buy additional operatives for
> > XCOM.  However, these grunts have random and limited stats, which to be
> > honest, does not reflect the quality of the sources they have come from.
> > This assumption is based on the fact that personnel are 'supplied' by
> > military or intelligence sources, or equivalent.  What I would prefer to do
> > is to have someway of adjusting the stats slightly to reflect the
> > requirements of XCOM.  Something as simple as having all nauts with a base
> > 30 stat in Bravery, for example.  It's not that significant, but does
> > represent a dilemma, so I would welcome further debate on the subject.
> 
> I used an editor to turn TFTD Aquanauts into something along the lines of
> Bioderms from Mission Force: Cyberstorm. The biggest poblem I had was finding
> an editor that wasn't just a soldier-stat-pumper that turns every stat to 255.
> I ended up using something called X-Com Cheat, which was rather unreliable. I
> couldn't use a soldier-pumper because I actually had to *lower* the Aquanauts
> stats to get the results I was after. What I was doing was making specialist
> task-tailored Aquanauts for the positions I wanted them to occupy in a squad.
> For example, a grunt Aquanaut would have excellent accuracy and bravery, and
> fair health and action points, but he would have dismal reaction time, throwing
> skills, etc. Whereas a sniper would have excellent reaction time and accuracy,
> but be dismal in everything else. On the everything else side, a fighter would
> have excellent health and action points, good bravery, and no real ability to
> shoot or throw grenades. You get the idea.
> 
> I found all of this turned TFTD into a war of position: getting the right
> people in the right places at the right time to do the right job. It had the
> side effect of enforcing a loss limit also - for example, if I lost all of my
> fighters before entering the alien sub, I would have basically no choice but to
> go back into the Hammerhead and leave. Sure, I made the game harder, but it
> really gave me a lot of replay ability. One of the nice things I noticed, was
> that even though I manufactured my soldiers, I didn't lose that feeling you get
> from developing them as individual soldiers and as a squad. "Real combat"
> experiences tended to take off the manufactured edges and make them unique
> again.
> 
> You, or some other kind technically-inclined person, might want to scan the
> executable and find and raise the minimums for soldier creation. In the
> meantime, if you or anyone else wants X-Com Cheat or my soldier formulas, just
> let me know.
> 
> Morgane
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From: "Shaun Green (Greenish9)" <gree...@greenshb.globalnet.co.uk>
Subject: Re: XCOM- UFO & TFTD : Moral dilemma...
Date: 1998/09/30
Message-ID: <36129C7A.42B6EE17@greenshb.globalnet.co.uk>
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