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X-corps sting operations


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#1 Cpl. Facehugger

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Posted 16 July 2003 - 06:10 PM

Hi, i'm new here but I wanted to add an idea I had while playing Xcom late one night: I was wondering about wether the aliens would ever figure out wether I was listening in on their comms. Wouldn't it be cool if every once and a while they set a trap for your guys? For example when you shoot down a certain supply ship (bait) it is not filled with weak sectoids, like the decoder said but it is filled with elite muton commandos! I don't know, might be a way to keep players on their toes. Please post your thoughts!
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#2 Jesus Escariut

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Posted 16 July 2003 - 06:36 PM

good idea, even give false ship info, i know when i played i never waster my fusion ball ammo on the little ships, so you think your goin after a small ship and when you come up on it its a battleship how bout this... you get a false reading so you see it on your transmission but its not there

#3 miceless

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Posted 17 July 2003 - 04:26 AM

Hehe, just imagine the pilots shock when the Very Small Sectoid UFO turns out to be a Very Large Ethereal one. Oops.

Could be quite a good idea. Of course, the reverse could be applied. You could use the knowledge of alien transmission to lure Very Large battleships to attacks on fake bases. They would turn up to find a fully armed XCOM squad instead of a weak remote base. :)
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#4 GreatGold

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Posted 17 July 2003 - 05:52 AM

Hey -

There has been a lot of discussion about this topic in the past. More along the line of this though: instead of one ship appearing at a time, a small flight does. The larger the flag ship of the flight, the more escorts. Then, not only do you have to pick the UFO to take down (or UFO's), you may also need to actually fight through the escorts to do so.

The other idea given was that of false-positives on the radar and HW scopes. So that instead of being 100% sure its an alien ship everytime, it could also be a 747 or nothing at all. It would be a built in randomness to each faility.

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#5 Breunor

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Posted 17 July 2003 - 07:03 AM

And after you accidentally shoot down the 747, you go to battlescape to eliminate any witnesses who might contradict your story that a ufo did it... :D

#6 Cpl. Facehugger

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Posted 17 July 2003 - 07:28 AM

LOL, great idea. But what I was trying to get at was this: the bugs realize you are listening in and then send say a sectoid supply ship on an alien base building mission. Then once you shoot it down the ship either contains no sectoids but tons of mutons or the ship contains sectoids, but they have a special signal that calls several muton battleships to land near you saying essientially "They've taken the bait! All teams converge!" :devillaugh: Thats sure to ruin any xcom commander's day. So to sum it up, I am primarily focusing on the battlescape, not the geoscape with this idea.
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#7 Nickisimo

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Posted 17 July 2003 - 07:47 AM

It's possible. That would actually be kinda neat to have to recover more than one UFO on the same mission. Or maybe when the aliens send a medium range craft(harvester, abducter) to do a mission they are escorted by something nasty(t-ship, b-ship), and you have to fight both to win the mission. :unsure:

#8 GreatGold

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Posted 17 July 2003 - 07:53 AM

Hmmm, could be very interesting. But how would that be different from any other mission where you shoot a UFO down. I mean, theoretically, they would call for help that time too. And even if they did call for help, being that you can only have one UFO per BattleScape, it is sort of irrelevent. And being that after an intercept a craft must return to base, the craft in the interceprt has to go home. Likewise, aliens can't intercept human craft and take them down.

Now, if in some version you can have multiple UFOs in a BS, and not have to return to base after each mission, and you craft could be attacked by intercepting UFOs, then we would have something to play with...

Unless I'm totally missing something?

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#9 Cpl. Facehugger

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Posted 17 July 2003 - 08:06 AM

What I meant by a couple of battleships showing up was that they would land and drop off their crew then leave. Thus you would have a bunch of more aliens to fight. And they would disembark close to your skyranger too! As for the beacon, I think the aliens would only give it to the "bait" and have a couple of battleships on call for when the bait is shot down and your guys try and recover it. Sorry if I was (or still am) unclear :hammer:
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#10 Jesus Escariut

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Posted 17 July 2003 - 03:57 PM

multiple UFO's is do able, after you defeat one a new battlescape loads *similar to mars attack or TFTD bases* it just loads a diffrent battlescape, think about that... you have to conserve ammo... man.. that would be a lot of fun...and if u survive you get a gold star.. or a real fruit smoothy.. (sorry quoting matt chapman)

#11 Andy

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Posted 17 July 2003 - 04:05 PM

well, given that idea, you can also try to spoof your Xcom ship and pretend it's an alien ship. Or even give orders to the alien ships to do some weird things. Considering you can intercept alien messages, you should be able to generate them as well...

#12 j'ordos

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Posted 17 July 2003 - 05:13 PM

Oh yeah, disguise your Avenger on it's mission to Cydonia as a UFO, so the aliens don't attack it. Ehhhrr...wait... they don't attack it even when they KNOW it's you...strange :huh?:
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#13 Guest_Jim69_*

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Posted 17 July 2003 - 06:01 PM

well, given that idea, you can also try to spoof your Xcom ship and pretend it's an alien ship. Or even give orders to the alien ships to do some weird things. Considering you can intercept alien messages, you should be able to generate them as well...

I'd imagine when they figure out that the signal isn't comin from Cydonia ( which surely they can do, right? Humans can trace phone calls ) they'd pretty much ignore it, and possibly even track it to ur base. Maybe that could be the balancer, if u use it there's a possiblilty they could find ur base.

#14 Jesus Escariut

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Posted 17 July 2003 - 06:18 PM

that could work well, having it setup for amount of uses and what u use it on... small ships will be easier but larger ships (with leaders) will be harder, while certain races will be easier then others , slave races (muts, floats, snakes) would be easier to redirect/fool since they dont have as much psi as Eths and Sects