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Author Topic: Defending downed DROPSHIPs?  (Read 18363 times)

Sophisanmus

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Re: Defending downed DROPSHIPs?
« Reply #15 on: July 29, 2008, 06:03:00 pm »
Indeed, good point.  Also, there would be the infiltration values of captured PHALANX operatives; even if the subject cannot be reasonably re-inserted into PHALANX after infection, information gleaned from the subject could assist in other infiltration or assault efforts. 

Offline Troberg

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Re: Defending downed DROPSHIPs?
« Reply #16 on: January 23, 2009, 11:30:00 am »
One could even do it as a defense mission with time limit. Basically, the story would be that the survivors needs to survive for a fixed number of turns, based on how far away the rescue ship is, and that the aliens will take off once it arrives/is in range.

It would make for nice "desperate last ditch defense"-missions, where, instead of having the initiative of being the aggressor, the player must assume a defensive responsive tactic against superior forces, trying to hold out until the cavalry arrives. Maybe even some random loss of equipment in the crash?

It would make a nice change of pace and provide more variation to gameplay and tactics.

"OK, boys, dig in, and hold your fire until you see the facettes of their eyes!"

Offline Captain Bipto

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Re: Defending downed DROPSHIPs?
« Reply #17 on: March 01, 2009, 06:13:53 am »
Could make a cool little game in game too if you had a chance to pit a single team member against a squad of alien scum.

Offline SharkD

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Re: Defending downed DROPSHIPs?
« Reply #18 on: April 04, 2009, 11:03:29 am »
Agreed, nice idea!

Offline PhilRoi

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Re: Defending downed DROPSHIPs?
« Reply #19 on: June 17, 2009, 10:21:24 am »
Quote
Alternatively, it could essentially be a 'landed UFO' mission, focusing on the UFO that is coming to assault the Terrans, but the player's dropship tile uses a crashed version.
sounds fairly simple to do from a mappers perspective.

certainly the Aliens would take interest in the only "resistance" around.  they might try and snatch downed personnel for study.  But I propose this would be a mid-late game behavior.   Takes awhile for the aliens to notice PHALANX and take interest.   Perhaps this would make a good precursor mission to a PHALANX base assault????  (seems the aliens learned something from the troopers they captured....  Don't ask how...  it's messy.)

as for how the mission should go:
From a military perspective.  in the event of a downed vehicle your not sending in SAR (Search and Rescue) right away. while a priority,  SECURING THE CRASH SITE is the first priority.  Send in a vehicle to SECURE the site fully loaded with troopers and gear.  they set-up a perimeter, secure the site, kill any aliens around and begin initial Medical care and recovery of sensitive items and take control of the scene.  Then the SAR types move in with specialized equipment to effect recovery of equipment and medl-evac of wounded personnel.  I assume that local Militaries still exist?  They have Equipment and SAR/special forces troops that can be pressed into simple recovery work.  Especially after PHALANX has secured the site and collected the sensitive information.  No real need to simulate that part of the operation.   Just have a friendly craft land and "secure" the site for several hours.  If you simulate actual flights for "transfer" of supplies,  just initiate a "transfer" of recovered personnel and equipment after the "secure crash site" mission ends.

what this means in game terms:
Scenario 1:  is that the aliens may assault the crash site before the cavalry arrives.  in which case you defend the crash scene with what you had on the crashed bird. (minor mechanics with wounded troopers before the fight/ lost equipment aside.)  Put a time limit on it to represent the arrival of the rescue party and the aliens bugging out because they don't want to be caught with a UFO on the ground with PHALANX craft overhead shooting them up.

Scenario 2:  Cavalry is on scene holding the Crash site, since they made it first.   Aliens assault the crash anyhow.  typical UFO on ground mission but you have TONS of troopers to fight them off. you might only map a few maps for this or random generate them if you can. since your talking about a whole PHALANX DROPSHIP, Wreckage, and a LARGE/Assault UFO. This would really only be a late to ENDGAME type scenario because it means the Aliens are picking a FIGHT with PHALANX instead of just trying to do a snatch and run.

scenario 3:  Phanlanx Dropship arrives and secures the site,  sits for several hours to recover craft/Personnel.  Mission ends, no aliens show,  routine transfer of recovered items to home base they came from generated and happens in the background like any normal transfer between bases.


pretty straight forward.




odie

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Re: Defending downed DROPSHIPs?
« Reply #20 on: June 28, 2009, 09:23:24 pm »
Au contraire - if you are gathering info for an invasion, which type of
"animal" bears the most investigation?

a) The ones that scream alot and run away, often straight into the jaws of a tissue-harvesting blood-spider?

b) The ones that fight back, appearing to work together despite being individuals - something almost incomprehensible to the aliens?

This is a plausible idea, considering that the aliens want to infect us with XVI.

Plus, i am sure aliens are trying to maximize the potential of capturing earth faster, and like Sun Tze's Manual of War Tactics, knowing the enemies is the best way to winning a battle. :D

Offline Maciej Piechotka

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Re: Defending downed DROPSHIPs?
« Reply #21 on: September 24, 2009, 02:33:16 am »
This is a plausible idea, considering that the aliens want to infect us with XVI.

Plus, i am sure aliens are trying to maximize the potential of capturing earth faster, and like Sun Tze's Manual of War Tactics, knowing the enemies is the best way to winning a battle. :D

But Sun Tzu also wrote that the best way of winning was is to avoid many battles and causulties...

Offline starwaver

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Re: Defending downed DROPSHIPs?
« Reply #22 on: March 19, 2010, 04:07:34 pm »
That seems like a great idea! finally the humans have to empathesize with the aliens when their ships are shot down

Offline Legendman3

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Re: Defending downed DROPSHIPs?
« Reply #23 on: March 23, 2010, 09:46:12 pm »
This could be a great multiplayer mod and a great thing to add to singleplayer like the ship crashes and then time stops and the mission starts sure there will have to be alot of coding but whatever

Offline Yatta

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Re: Defending downed DROPSHIPs?
« Reply #24 on: March 23, 2010, 11:48:06 pm »
Without any consideration for the storyline or militaristic realism and just thinking about the game fun, I really like the idea of having to keep your soldiers alive for a set number of rounds, against an infinite wave of enemies.

I think this could be 'quite' easily possible to do. The only real need in ressources is the crashed dropships.

An evacuation point to reach on one of the borders of the map could also be added ?

Side note : Aliens from crashed ufo do receive damage on the crash. Yup, they have a great 15% chance of being hurt a little, and more percent of being more-easily stunnable. Imo they should be lucky to still be alive (a crash a 880kmh ?!), and so far I feel like attacking a landed or crashed ufo does not really make any difference, if it isnt for the ufo look.

Offline Legendman3

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Re: Defending downed DROPSHIPs?
« Reply #25 on: March 25, 2010, 11:23:57 pm »
I wouldnt like INFINITE enimes but i would like it so you have at least a 50% of dieing to make you think alot

Offline Jeep-Eep

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Re: Defending downed DROPSHIPs?
« Reply #26 on: March 29, 2010, 11:11:12 pm »
Pretty good idea. Maybe make it so if the bugs capture any of your men, there would be a ?% chance of the bugs finding out the location of the base which launched the dropship, so there would be extra incentive not to bodger it up.

Offline Legendman3

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Re: Defending downed DROPSHIPs?
« Reply #27 on: March 31, 2010, 11:19:55 pm »
Yah thats smart and theyll just turn your guys with the XVI virus