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XCOMUFO & Xenocide

New Ways To Play


Growl

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I was just thinking, does anyone have any new ways to play? Obviously there is the no-reload policy, but did anyone have any other bright sparks?

 

I had one idea, might be tricky, but also could be veeery interesting...

 

Try playing the game as normal, but as soon as you can research melee weapons and from that point on use melee weapons ONLY. That's Stun Rods, Lances, that sorta thing, so guns at all me hearties. If anyone can assault a base with this tactic, I will give them some severe internet respect. :party:

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You will need to compromise slightly with the all melee game, as melee weapons cannot attack non-unit objects like walls and other pieces of furniture. Colonies and Artefact sites for example require that you destroy the synonium device to complete them, and this cannot be done with a melee weapon. Maybe a few sonic pulsers should be kept on hand (or picked up off corpses) for emergencies.

 

I have played grenade only campaigns in UFO with one ranged weapon for the entire team only for targets that cannot be attacked by a grenade (i.e. when it's flying) and for when you need to capture research critical aliens.

 

It was more fun to do in UFO thanks to access to easy access to the High Explosives. In TFTD, I haven't done it, but I imagine the game will be a literal blast once you get sonic pulsers - if you can keep them in sufficient supply. You'll need to milk the supply ships off colonies to get a constant flow of Zrbite to manufacture the pulsers. Plus you'd need to make allowances for lobstermen, as they take a beating and you can only carry so many pulsers into battle. Maybe allow the drills.

 

- NKF

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That's not too difficult if you manage to train up a group of soldiers who are strong enough to carry rocket launchers and large rockets. NKF's only pistol campaign, now that's difficult. LOL

 

You know, I hardly ever get the alien drills researched before my guys are sent to T'leth. They are buried so deep in the research tree that it's nearly impossible to get. Thermal Tazers on the other hand are available right from the start. I actually went up against a Lobsterman Dreadnougt with nothing but them and a handful of grenades and won. It wasn't easy though, lost about half my squad. :(

 

- Zombie

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It's easy to underestimate the might of the dinky pistol! It's far better than its numbers suggest. There are just better weapons out there. :D

 

In TFTD you've got the luxury of the absolutely awesome Sonic Pistol (which is really as powerful as UFO's Plasma Rifle) - that'll knock out anything even on Superhuman. Stay well clear of lobstermen though if all you've got are gauss pistols. Attempting to fight them without tazers or drills while armed only with Gauss pistols would be an outright disaster - they won't take any damage.

 

If you do go for a pistol game, you'll have a very rough start as the Dart Gun is the absolute worst pistol in the entire X-COM series to date. You may want to mix in grenades and the melee weapons - just restrict ranged combat to the pistols.

 

It's not terribly hard to get a start on the drills - you just need a calcinite corpse and you're all ready to go. However, getting the calcinite corpse is the hard part if you missed getting one from an Aquatoid land terror missions (shares the same hard-to-get syndrome as the Deep One). It's really up to luck.

 

- NKF

Edited by NKF
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This is a challenge I've posted for XCOM1: Final level using rookies and purchased equipment only.

 

 

That's not too difficult if you manage to train up a group of soldiers who are strong enough to carry rocket launchers and large rockets. NKF's only pistol campaign, now that's difficult. LOL

 

You know, I hardly ever get the alien drills researched before my guys are sent to T'leth. They are buried so deep in the research tree that it's nearly impossible to get. Thermal Tazers on the other hand are available right from the start. I actually went up against a Lobsterman Dreadnougt with nothing but them and a handful of grenades and won. It wasn't easy though, lost about half my squad. :(

 

- Zombie

 

 

?

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I didn't read it thoroughly stewart. However, you said nothing about screening tons of rookies in order to get higher strength/TUs/FA/TA etc. That will allow a player to build up a pretty impressive squad to carry heavy weapons. Sort of a poor-man's training (or in this case, a rich-man's training since it takes lots of money). What about a quick one month stint in the Psi-Lab just to get an idea of Psi abilities? Is that allowed if psi isn't going to be used? ^_^

 

It's not terribly hard to get a start on the drills - you just need a calcinite corpse and you're all ready to go. However, getting the calcinite corpse is the hard part if you missed getting one from an Aquatoid land terror missions (shares the same hard-to-get syndrome as the Deep One). It's really up to luck.

Getting a Calcinite corpse is always a problem for me. I rarely see Aquatoid terror missions on land. The only time I'm able to recover a corpse is from a mixed mission which happen later in the game. :( Deep Ones I never have an issue with however. Hmmm.

 

- Zombie

Edited by Zombie
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The point is to do it with beginner stuff, without bringing in the lawyers. If you can shoot Cthulhu with beginner peeps with beginner stuff, then, really, who cares about researching weapons and, yes, even training. :)
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  • 11 months later...

I'm thinking about trying a game where you only have a limited number of troops at the start and can't buy anymore (and no reloads). I usually treat my troops as being very expendable so it'll be an interesting game.

 

Any idea what a good starting number of aquanauts would be? I was thinking 60 but I've gotten through more than that in a single month.

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