Posted 13 February 2005 - 12:49 AM
But if that's so, I'd like to see that the cost of acquiring them go up, as well as buying any Terran equipment since you'd be force to use the black market...
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Posted 13 February 2005 - 03:36 AM
In order to gain new personnel, you would have to go on stun raids in cities and army bases, kill or stun any protectors, draught the useful ones into your forces (with heavily defended sites, such as research labs and military installations having better troops on average, and better chances of having "usable" technicians and scientists) and dump the rest. Possibly even losing more than you gained on some missions, but that's the price of evil. Possibly requiring a new facility to "implant" them with the same control methods as the aliens use, and another facility to hold those awaiting implantation.
Or just torture them into submission. It's all good.
Posted 13 February 2005 - 01:14 PM
Posted 13 February 2005 - 06:45 PM
I mean, they're bound to know a few willing souls who'd fight for the right price. I'd suggest that going evil closes your recruiting ability with nations, but opens up slowly through the underworld. Availability should be more sporadic, but certainly with higher price tags attached than the standard 'agreed upon' flat rate 40k that nations gave. Same for the other staff varieties.
I like the thought of including people in the raid equation along with supplies and cash too, but the market could step in for you there (as long as it still functions that is, or your not sooo eeeevil that the evil guys who run the evil market think your too evil even for them )
Posted 22 April 2005 - 03:49 PM
Also, I bet 1 in 5 xcorp personelle is a spy for whatever government. All are probably loyal to their native country. Most of the tech in xcom is already under some kind of development by first world states anyway. This thread is rediculous.
Posted 24 April 2005 - 10:22 AM
EDIT: Additionally, you could probably make a lot more effective WOMD using alien tech. A blaster bomb is just a few atoms of antimatter, right? How about putting a lot more than a few atoms in there?
Edited by T-1, 29 April 2005 - 06:08 PM.
Posted 24 April 2005 - 02:10 PM
Posted 04 September 2005 - 08:27 AM
Reporter: What's X-Corps?
Leader: An organization we paid a few billion dollars to for saving the world..
Reporter: From what?
Besides, some bases would be in semi-populated areas.
Posted 12 October 2005 - 11:21 PM
Posted 13 October 2005 - 10:41 AM
Posted 14 October 2005 - 10:59 AM
Anyhow, I too am greatly looking forward to a simple xcom remake. The rest of this stuff doesn't really interest me too much.
Posted 14 October 2005 - 05:53 PM
I think this certainly works as one way to approach that kind of mission rather than it being about catching them in the act of actually replacing the leader (stopping an abduction as it happens) or rescuing then supplanting the alien with the X-COM friendly leader.
Maybe, as this thread relates to morality and/or the conquest playstyle, this method can take a slightly different twist in terms of putting a leader in place who'd have ties to the underworld. The idea that, among the leadership who knows about X-COM's activities and had issues then started to ignore you, he'd probably stand with them when polled about it when confronted, but secretly supported your current course.
Oh well, it might be one way to explain in the CTD why you'd lose widespread outlets of supplies and recruitment ability, and gain a new way to, by any proactive actions along those lines you'd taken to connect yourself to that underworld.
To the player's perspective, they're just doing a different kind of mission, find the MC'ing alien and kick the crap out of them; or find the unfriendly-to-X-COM-stooge, give him a knuckle sandwich, and leave a different person in charge.