🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Thread View: alt.games.x-com
14 messages
14 total messages Started by Detonate Wed, 16 Sep 1998 00:00
XCOM - TFTD questions....
#382
Author: Detonate
Date: Wed, 16 Sep 1998 00:00
16 lines
1254 bytes
Okay first up, what I would like to know is this;

    Medi kits can apply multiple shots of stimulant to revive an aquanaut,
but no mention is made of if this is applicable to either the pain killer or
heal.  So would multiple 'shots' of heal or pain killer increase wounds or
morale over a single shot.  I've been using the multiple application theory
in the past, but never found out if this is true.  Anyone care to offer
their theory?

    Secondly, Bio-Drones.  When shot and killed, they explode on impact.
What is the blast radius from the Drone and also what is the damage capacity
of the explosion?

Thanks for your assistance

Detonate
Re: XCOM - TFTD questions....
#383
Author: Evil Q
Date: Wed, 16 Sep 1998 00:00
31 lines
1550 bytes
Detonate wrote in message
<905973562.9891.0...@news.demon.co.uk>...
>Okay first up, what I would like to know is this;
>
>    Medi kits can apply multiple shots of stimulant to revive an aquanaut,
>but no mention is made of if this is applicable to either the pain killer
or
>heal.  So would multiple 'shots' of heal or pain killer increase wounds or
>morale over a single shot.  I've been using the multiple application theory
>in the past, but never found out if this is true.  Anyone care to offer
>their theory?


The in-game help is adequate on this one (I think).
heal - heals 1 wound (so multiple shots are necessary for multiple wounds)
painkiller - increases morale some, but *only* if the aquanaut was wounded
(one shot)


>
>    Secondly, Bio-Drones.  When shot and killed, they explode on impact.
>What is the blast radius from the Drone and also what is the damage
capacity
>of the explosion?


Don't know, but B-D are sure a buttpain to fight. OTOH, blasting them can
kill their alien buddies in vicinity.

Q
Re: XCOM - TFTD questions....
#384
Author: dtr... James Gassaway
Date: Thu, 17 Sep 1998 00:00
22 lines
1199 bytes
"Evil Q" <zor...@hermes.removethis.si> writes:


>Detonate wrote in message
><905973562.9891.0...@news.demon.co.uk>...
>>    Secondly, Bio-Drones.  When shot and killed, they explode on impact.
>>What is the blast radius from the Drone and also what is the damage
>capacity
>>of the explosion?

>Don't know, but B-D are sure a buttpain to fight. OTOH, blasting them can
>kill their alien buddies in vicinity.

It's been a while since I played it but I seem to remember that 
Bio-Drones don't explode if killed with one of the vibro-blade type 
weapons.  I could be wrong though.


-- 
Dimensional Traveler
Commander, WarForce Omega (the Star Killers), Multiversal Mercenaries. 
You name it, we kill it, any time, any reality.
Re: XCOM - TFTD questions....
#385
Author: Anssi Saari
Date: Thu, 17 Sep 1998 00:00
10 lines
949 bytes
>>>>> "Evil" == Evil Q <zor...@hermes.removethis.si> writes:

    Evil> Don't know, but B-D are sure a buttpain to fight. OTOH,
    Evil> blasting them can kill their alien buddies in vicinity.

But the buddies are usually lobstermen, who are almost immune to blast
damage?

-- 
Anssi Saari - a...@cs.tut.fi
Re: XCOM - TFTD questions....
#386
Author: Kasey Chang
Date: Thu, 17 Sep 1998 00:00
42 lines
2145 bytes
Medikits are limited in the number of shots they can administer as each shot
takes TU's (exact number I forgot). So if you have 60 TU's, and you whip out
your medikit at beginning of turn, you get 6 shots max.

As you can heal only ONE critical wound per heal shot, you don't really need
more than one shot of heal unless you HAVE that many critical wounds. And if
you do, you belong in a hospital, not a battlefield. :-)

Pain killer only works on soldiers whose morale have DROPPED since their
initial morale, at about 10 pts per shot.

Bio-drone xplodes with the strength of an alien grenade. Hint: if you STUN
it, it won't blow up, but you can't use stun bombs...

--

Kuo-Sheng "Kasey" Chang  / MIS Developer  / DisCopyLabs  / Fremont, CA
K     S     Y      @      I     C     P     .     O      Address coded
   A     E     C       D     S     O     Y     C     M    to foil spam

Detonate wrote in message
<905973562.9891.0...@news.demon.co.uk>...
>Okay first up, what I would like to know is this;
>
>    Medi kits can apply multiple shots of stimulant to revive an aquanaut,
>but no mention is made of if this is applicable to either the pain killer
or
>heal.  So would multiple 'shots' of heal or pain killer increase wounds or
>morale over a single shot.  I've been using the multiple application theory
>in the past, but never found out if this is true.  Anyone care to offer
>their theory?
>
>    Secondly, Bio-Drones.  When shot and killed, they explode on impact.
>What is the blast radius from the Drone and also what is the damage
capacity
>of the explosion?
>
>Thanks for your assistance
>
>Detonate
>
>
Re: XCOM - TFTD questions....
#387
Author: chule... Craig Hulett
Date: Thu, 17 Sep 1998 00:00
32 lines
1916 bytes
In article <905973562.9891.0...@news.demon.co.uk>, "Detonate" <deto...@detonate.demon.co.uk> wrote:
>Okay first up, what I would like to know is this;
>
>    Medi kits can apply multiple shots of stimulant to revive an aquanaut,
>but no mention is made of if this is applicable to either the pain killer or
>heal.  So would multiple 'shots' of heal or pain killer increase wounds or
>morale over a single shot.  I've been using the multiple application theory
>in the past, but never found out if this is true.  Anyone care to offer
>their theory?
>
>    Secondly, Bio-Drones.  When shot and killed, they explode on impact.
>What is the blast radius from the Drone and also what is the damage capacity
>of the explosion?
>
>Thanks for your assistance
>
>Detonate
>
>
Not sure about XCOM2, but in the original XCOM each dose of medication cost 10 
time units and the effects were cumulative.  Each shot of healing (blue) 
healed one critical wound.  Each stimulant (orange) had a chance of reviving 
the soldier and could possibly restore lost health.  Each dose of pain killer 
(green) restored moral up to the amount of health that had been lost.  (My 
strategy guide explains the last one by saying: "If a soldier has lost 10 
points of health, each dose of painkiller increases the soldeir's morale from 
1 to 10 points") I would think it works the same way in TFTD as they used the 
same engine.

No clue on the bio-drones.

Craig
Re: XCOM - TFTD questions....
#388
Author: Alex Pot
Date: Thu, 17 Sep 1998 00:00
28 lines
1839 bytes

Detonate wrote:

> Okay first up, what I would like to know is this;
>
>     Medi kits can apply multiple shots of stimulant to revive an aquanaut,
> but no mention is made of if this is applicable to either the pain killer or
> heal.  So would multiple 'shots' of heal or pain killer increase wounds or
> morale over a single shot.  I've been using the multiple application theory
> in the past, but never found out if this is true.  Anyone care to offer
> their theory?
>
>     Secondly, Bio-Drones.  When shot and killed, they explode on impact.
> What is the blast radius from the Drone and also what is the damage capacity
> of the explosion?
>
> Thanks for your assistance
>
> Detonate

  On the first I dont know, because I am a cowardly player. None of my soldiers
ever get hit. I resurrect them in a restore last game operation.

What I do know is that on terror mission in enlclosed space. Shooting the Drone
in an area with a grated roster between levels, the drone will not explode. I
would say because there is no resistance where the Drone falls. The explosion
will be useless without resistance to the blast, if you get my drift.
Re: XCOM - TFTD questions....
#389
Author: Detonate
Date: Fri, 18 Sep 1998 00:00
3 lines
783 bytes
Okay everyone, thanks for your replies - I guess that answers my questions

Detonate
Re: XCOM - TFTD questions....
#390
Author: PBC
Date: Fri, 18 Sep 1998 00:00
19 lines
1372 bytes
>  On the first I dont know, because I am a cowardly player. None of my
soldiers
>ever get hit. I resurrect them in a restore last game operation.
>

For your own sake, you should try playing with a little backbone.  I imposed
a "no in-mission save" rule on myself and many time found situations where I
would accept some losses and play on.  It adds to the drama of game
considerably.  As long as you save before the mission starts, you never have
to worry about the bad guy's locations being revealed because the missions
get randomized on start up.  Sure I had missions where I scrapped everything
and re-loaded, but you have those times where you figure that sacrificing a
few green recruits for the cause is worth it.  That's when you start to
really feel like you are in a combat situation.

P.  Conrad

Remove all Xs to reply
Re: XCOM - TFTD questions....
#391
Author: Evil Q
Date: Fri, 18 Sep 1998 00:00
41 lines
2060 bytes
PBC wrote in message <6tuirj$m...@news-central.tiac.net>...
>
>>  On the first I dont know, because I am a cowardly player. None of my
>soldiers
>>ever get hit. I resurrect them in a restore last game operation.
>>
>
>For your own sake, you should try playing with a little backbone.  I
imposed
>a "no in-mission save" rule on myself and many time found situations where
I
>would accept some losses and play on.  It adds to the drama of game
>considerably.  As long as you save before the mission starts, you never
have
>to worry about the bad guy's locations being revealed because the missions
>get randomized on start up.  Sure I had missions where I scrapped
everything
>and re-loaded, but you have those times where you figure that sacrificing a
>few green recruits for the cause is worth it.  That's when you start to
>really feel like you are in a combat situation.
>
>P.  Conrad


I play the same way. No saving in tactical battle adds to the responsibility
you must assume for your actions, so you don't end up just clicking away,
but really use your brain. I even played (XCOM, that was easier), without
ANY saving at all, except for the necessary breaks at the end of the playing
sessions.

Playing with harsher rules makes you THINK better, and adds to the sense of
accomplishment. That's why I can't understand cheaters and custom editor
users - where's the fun in walking through a game without much effort?

Q

>
>Remove all Xs to reply
>
>
Re: XCOM - TFTD questions....
#392
Author: Detonate
Date: Fri, 18 Sep 1998 00:00
18 lines
1569 bytes
PBC & Evil Q have what I would consider the 'purist' way of embarking on a
game of XCOM [be it UFO or TFTD].  As they have said, it makes you think,
you accept the mettle of your title, being supreme commander of the XCOM
forces.  It's tough when you _know_ some of your squad will never return,
after all the missions they've been through, the way they've been nurtured
and progressed, only to find that one mission is their final mission.  And
you find yourself without that critical pivot to your squad...  It's tough,
but you gotta deal with it.

I like your style gentlemen, you do XCOM proud! :-)

These two commanders should be an example to us all, to show us how things
should be done.

Anyone care to comment?  Is reloading during missions a no no, or a means to
an end?

Detonate
Re: XCOM - TFTD questions....
#393
Author: Jakob
Date: Sat, 19 Sep 1998 00:00
36 lines
2082 bytes
I play the same way, usually. For me, I have had times where I just have to
reload the mission, but I never save or load from within a mission.
This may sound really stupid, (in fact, I'm sure it will) but I sometimes
talk out my orders, and my recruits replies, or at least imagine it this
way. It almost adds a roleplaying element to the game...sometimes I even
feel a sense of dramatic pride and respect for the soldier who just gave his
life to let his fellow soldiers escape to safety.
God, I must suck...
-Jakob




Detonate wrote in message
<906156592.27027.0...@news.demon.co.uk>...
>PBC & Evil Q have what I would consider the 'purist' way of embarking on a
>game of XCOM [be it UFO or TFTD].  As they have said, it makes you think,
>you accept the mettle of your title, being supreme commander of the XCOM
>forces.  It's tough when you _know_ some of your squad will never return,
>after all the missions they've been through, the way they've been nurtured
>and progressed, only to find that one mission is their final mission.  And
>you find yourself without that critical pivot to your squad...  It's tough,
>but you gotta deal with it.
>
>I like your style gentlemen, you do XCOM proud! :-)
>
>These two commanders should be an example to us all, to show us how things
>should be done.
>
>Anyone care to comment?  Is reloading during missions a no no, or a means
to
>an end?
>
>Detonate
>
>
Re: XCOM - TFTD questions....
#395
Author: Raille
Date: Mon, 21 Sep 1998 00:00
26 lines
1424 bytes
Detonate wrote in message
<906156592.27027.0...@news.demon.co.uk>...

>I like your style gentlemen, you do XCOM proud! :-)
>
>These two commanders should be an example to us all, to show us how things
>should be done.
>
>Anyone care to comment?  Is reloading during missions a no no, or a means
to
>an end?
>
>Detonate

At first, playing Xcom-Def, I would save in mid game, to cheat so to speak.
After a little practice, I never save a mission just to save a soldier, or
mission.

You have to take some lumps to get a real feel for the Xcom tradition.  Try
playing on the superhuman level.  !

Dave
rai...@mich.com
>
>
Re: XCOM - TFTD questions....
#394
Author: ram... Paul E. Goodwin III
Date: Thu, 24 Sep 1998 00:00
21 lines
1615 bytes
"Jakob" <imma...@pacifier.com> wrote:

>I play the same way, usually. For me, I have had times where I just have to
>reload the mission, but I never save or load from within a mission.
>This may sound really stupid, (in fact, I'm sure it will) but I sometimes
>talk out my orders, and my recruits replies, or at least imagine it this
>way. It almost adds a roleplaying element to the game...sometimes I even
>feel a sense of dramatic pride and respect for the soldier who just gave his
>life to let his fellow soldiers escape to safety.
>God, I must suck...
>-Jakob

Heh, and here I thought I was the only person who talked to his
soldiers.  Hehehe.

I re-load during missions (and save during missions) because I have
the unhappy habit of clicking NOT where I had intended, or
accidentally ordering the WRONG aquanaut to head somewhere, thus
artifically exposing them to enemy fire.

Paul G.
Thread Navigation

This is a paginated view of messages in the thread with full content displayed inline.

Messages are displayed in chronological order, with the original post highlighted in green.

Use pagination controls to navigate through all messages in large threads.

Back to All Threads