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File 160180812418.jpg - (46.65KB , 547x143 , sexcom header.jpg )
133892 No. 133892 ID: 12b116

Equipment Pastebin
https://pastebin.com/fJ2tNdQ2

C.Orgs Pastebin
https://pastebin.com/iPZkWM28

C.Org Relationship Pastebins sans GM notes
https://pastebin.com/Hep70JQc
11 posts omitted. Last 50 shown. Expand all images
>>
No. 134443 ID: b1b4f3

>>134432
>laser pistol
Well now I feel foolish.

Also I guess we managed to loot one rocket launcher from the last fight! The second rocket unit didn't blow up. I'm sure Fucc will be happy about that.
>>
No. 134460 ID: 12b116

>Oh, can we ask HQ for some info?
>What is the average mortality rate for C.Orgs?

It varies wildly by squad. I'd say on average one C.Org per mission, but it's usually several missions with no fatalities and then one where the squad wipes, or half gets murdered or something.

>Is there a way for a C.Org to retire to a noncombat role?
A C.Org that reaches Rank 10 can retire from active duty if they request it and their commander permits it.

>Finally, can we like, do some tests on our C.Orgs to find out some basic stats on them like movement speed, aim, and endurance(health)? Even vague information is better than nothing.

So, every C.Org has the same movement, HP, and aim unless they have a trait that specifically references those things (Animal toughness, for instance, or Leggy.)

They also have a Calm stat based on their Morale that can vary pretty wildly after a single mission.

They gain some Aim, a few HP, and a decent Calm bonus whenever they rank up too.

Is that what you're asking about?
>>
No. 134462 ID: b1b4f3

>>134460
Yeah that about covers it, thanks.
>>
No. 134467 ID: b1b4f3

The rocket launcher has an associated item for reloading... can we give that item to another unit, for safety's sake? If we give multiple units rocket launchers, can we bring only one set of extra rockets?

Does Hit the Dirt trigger if you misfire a rocket launcher? Do the extra rockets detonate if you take explosive damage, no matter how much explosive damage it was?
>>
No. 134472 ID: 12b116

>The rocket launcher has an associated item for reloading... can we give that item to another unit, for safety's sake?
The associated item is three rockets, although the rocket launcher does start with one in the chamber.
A different unit could carry the three rockets, and either unit could spend an action to reload the launcher. They need to be next to each other to reload it.


>If we give multiple units rocket launchers, can we bring only one set of extra rockets?
You only have one extra rockets item, so you'd need to get a second rocket launcher (or just a second set of rockets) for somebody to equip that item. You could definitely just equip two of the item and not bring two launchers tho.


>Does Hit the Dirt trigger if you misfire a rocket launcher? Do the extra rockets detonate if you take explosive damage, no matter how much explosive damage it was?
Hit the Dirt triggers if the unit takes any explosive damage from any source, so yes. Rockets only detonate if you're Injured or Killed by an explosive.
>>
No. 134473 ID: b1b4f3

Oh neat, so we could have a rocket team for faster rocket launcher use. Probably still safest to aim before firing, but if someone else is reloading we'll be able to fire one per round instead of one every 1.5 rounds with half the rounds giving the enemy a chance to move out of the targeted area. A big improvement.
Does this only work if a different unit is carrying the rockets? As in, if unit A has a rocket launcher and the rockets item, can unit B standing next to them grab rockets out of unit A's inventory to reload the launcher, saving unit A an action?

So we're limited to one rockets item per rocket launcher. That's good to know, but I was asking if we could take less rockets. Like, if we have two rocket launchers in the team, could we only bring one set of rockets?

...hmm, seems like most units would run out of rocket ammo partway through a mission and would then have to scavenge a new weapon. That means Ixander is a good rocket unit, though tbh Baetriss is the best choice since she wouldn't have to worry about running out of ammo at all. I'm thinking we could have her aim, fire the rocket, then next turn reload a rocket and Lookout with sniper rifle. Or alternatively, if we're confident the enemy won't move(or Baetriss needs to use an action for something else like moving), we could aim on one turn, then fire a rocket and Lookout on the second turn, getting a free shot with the rifle as the enemy moves into new cover.
>>
No. 134477 ID: e7c7d3

So were we in charge of the scarred nurse before the quest started, or were there commanders before us?
>>
No. 134478 ID: 0fae41

Can the commandy one spend time with base personnel when he isn't running a mission or dating the squad?
I think it would be neat if we had an option to send someone to help the nurse, like Mary and Lurleen. Some of our C. Orgs have basic medic training. Maybe they'd even get better at it from interning.
>>
No. 134481 ID: 6f62dd

>>134477
The C.Orgs you have now are the only ones you've ever commanded. There are five other teams in the same area you are, and other areas in the facility.

>>134478
You'll be able to send people to hang out with her now that she's appeared and been named.
>>
No. 134500 ID: 1a4760

A few questions.

If we bring the 5th person on a mission, do they get experience same as the rest of the team? Does it depend on whether they swapped in during the mission or not?

The people who're not taken to a mission and stay behind to perform on-site duties, do they get any sort of experience by doing so?

I am contemplating on whether, from experience point of view, it's better to bring the 5th person on a mission or to stay behind.
>>
No. 134504 ID: 6f62dd

>>134500
Right now, only 4 people will typically get experience. The backup has to participate in more than half of the mission to get any XP. Likewise for whichever unit gets switched out (if any.)

So five people could get XP if one of your C.Orgs with Animal Toughness is a casualty early on and you trauma kit them back up and keep them in the mission, along with the backup.
>>
No. 134509 ID: b1b4f3

I just realized this quest is similar to Animal Crossing in a way.

We fill up the houses/bunks with quirky animal characters, that eventually leave/die/retire. If we foster an especially good relationship with one, we get a picture to remember them by.
>>
No. 134512 ID: 1a4760

I can't believe no one considered combining 10 ARs into a single 10x larger AR.
>>
No. 134975 ID: 680982
File 161514306647.png - (27.29KB , 662x501 , relationships.png )
134975

Relationships before 3rd mission
>>
No. 134993 ID: 07ed53

>>134975
This is awesome, thanks!
>>
No. 135113 ID: 094652

Important Question: What would happen if we did not choose the Terratomorph mission repeatedly? I think our assumption that it would result in an Impossible-difficulty mission that was unskippable is what motivated our thinking.

Petition to either change mission selection or request heavy backup, maybe a bomb escort.
>>
No. 135114 ID: 864e49

>>135113
I agree, I also want to hear from the author if we have a chance of doing this without loosing anyone.
I also feel like we're being subtly hinted at as to which missions we should take and people have been ignoring it.
>>
No. 135115 ID: b1b4f3

I realized that we are getting a lot of benefit from selling/researching weapons looted from humanoid enemies. We should prioritize missions that have those types of enemies.
>>
No. 135117 ID: 12b116

>>135113
>>135114

So, the intention with raising the difficulty to Nightmare, and only having Hard missions otherwise available, was to subtly point out that you haven't been improving your weapons or armor at all so it was probably a bad idea to pick this mission, especially.

I can't say that the mission is impossible. I'd suggest that it's probably not a good idea to actually fight the thing with your current resources. There will be some things to loot as well, so even if you retreat, it won't be a total wash.

>>135115
Although I didn't mention it in the update, you did salvage 4 ARs, and will get an opportunity to turn those in to Lurleen if you want to.
>>
No. 135119 ID: 440e22

That came across as the situation getting worse, not the missions outpacing our progress. Also, don’t the plate carriers have to be built separately per unit? That’s ridiculously expensive.
>>
No. 135120 ID: 19da02

>>135119
It is definitely also getting worse, so that's not an incorrect inference to make. And yeah, it wouldn't be possible for you to have 4 improved plate carriers at this point.
>>
No. 135123 ID: b1b4f3

I thought mission difficulty was independent of our progress? Like, wasn't it supposed to indicate how difficult a mission would be if a squad of novices went in with standard equipment?
>>
No. 135124 ID: 12b116

>>135123
Correct. And all the missions have gotten harder at this point.
>>
No. 135125 ID: b1b4f3

...well, that means giving Rockit that arm was massively expensive. We can't do something like that again before we get better equipment. We need at least one set of improved armor, and at least one non-pistol gun upgrade. Though, upgrading pistols is so cheap and works well with the Sidearms upgrade that we may as well do it at some point.

If someone else loses an arm they're just going to have to help out at base for a while.
>>
No. 135126 ID: 094652

The problem is that the interface for upgrades does not contrast equally with our empathy. Here, we ignored our research into upgrading weapons and armor in favor of short-term assistance and charity, because our short-term memory meant that we didn't take any real stock into how obsolete our gear was becoming, and how that would result in more C.Org casualties and difficulties in the long run. A big (Warning! Gear is outdated relative to other C.Org cells) tag or (Priority) tag next to priority upgrades would have largely countered this problem.

I guess in any strategy game, there needs to be a balance between empathy and rationality, and we're not getting that because we don't know how or when to say there's an imbalance until we get hurt by the consequences.
>>
No. 135127 ID: 094652

Actually, could you add recommendations from base personnel during each upgrade screen?
>>
No. 135135 ID: 12b116

>>135125
To be fair, Rockit has a little heart on her date status bar now.

>>135126
Balancing between the empathy for your units and their effectiveness in combat is sort of the decision you have to make as commander.

Asking the opinions of your units is always possible though. You should do it on dates!
>>
No. 135138 ID: 1d109c

>>135135
yeah but only 1 heart . . . that's a very long bar!
I honestly feel like everything is so expensive that we won't succeed empathically nor tactically even if we invested everything into one or the other.

it feels a lot like X-com: Enemy Unknown. except you can't reload your game or even start from scratch (if playing ironman)
we're making the best choices we can but are already doomed because of poor long term planning

for example the Terratomorph mission really feels like something that'll game over us if we ignore it too long, but doing the mission is also a bad idea.
>>
No. 135142 ID: 864e49

Well that went better then expected, that is to say I expected people to try keep going.
>>
No. 135166 ID: 19da02

>>135138
I think that's a very fair criticism.

I try to not punish decisions too harshly, but I also try to make sure there are substantial consequences for actions.

I would like to think that having a unit die is an inevitability, but so far you've all managed to squeak through.
>>
No. 135280 ID: aa37a8

I updated the C. Orgs relationships table in the wiki but... there is no link to the wiki anywhere in the quest ¯\_(ツ)_/¯
>>
No. 135286 ID: b1b4f3

Can we see the unlock requirements for skills that we've seen at least once?

Here are my guesses:
MOVE MOVE MOVE(double move has no penalty while using heavy weapon): use a heavy weapon during a mission.
Area Denial(burst fire aoe): use a heavy weapon during a mission and hit multiple targets in one turn?
Hit The Deck! (explosion resistance, but go prone): take explosion damage and live.
Medic(3 uses of medkit): use a medkit.
Nimble (extra CQC dodge): get hit multiple times by CQC attacks.
Presence (ranged calm, adjacent calm is 100% accurate): calm a unit
Shotgun Surgeon (extra damage with guns at point blank): shoot something with a shotgun at point blank? just realized this applies to ALL guns.
Headlong Charge (dodge enemy lookout): move when enemies are visible
Steady (extra damage when aiming): aim then shoot, may require a kill.
Walking Fire (aim bonus after a miss): miss multiple times?
CQC Specialist (melee damage bonus): defeat an enemy in CQC
Heavy Hitter (armor piercing): shoot an enemy with high armor multiple times? kill heavily armored enemies?
Eagle Eye (lookout with sniper rifle costs 1 action instead of 2): kill things with a sniper rifle? might require going on lookout at least once, but Baetriss never went on lookout with the sniper rifle, only with her shotgun.
Tough As Nails (resist panic once, Wounded at 1/3 health instead of 1/2): complete multiple missions without being wounded.
Guts (death/injury resistance): take a large amount of total damage during a mission?
Efficient Stowage (carry an item in addition to heavy weapon ammo): use a lot of heavy weapon ammo during a mission? or use heavy weapons in multiple missions?
Adrenaline High (excitement lasts longer): get excited a lot
>>
No. 135294 ID: 12b116

MOVE MOVE MOVE(double move has no penalty while using heavy weapon): use a heavy weapon during a mission.
✔️

Area Denial(burst fire aoe): use a heavy weapon during a mission and hit multiple targets in one turn?
>>Use a heavy weapon with burst fire.

Hit The Deck! (explosion resistance, but go prone): take explosion damage and live.
✔️

Medic(3 uses of medkit): use a medkit.
✔️

Nimble (extra CQC dodge): get hit multiple times by CQC attacks.
✔️

Presence (ranged calm, adjacent calm is 100% accurate): calm a unit
✔️

Shotgun Surgeon (extra damage with guns at point blank): shoot something with a shotgun at point blank? just realized this applies to ALL guns.
✔️

Headlong Charge (dodge enemy lookout): move when enemies are visible
>>have a shotgun equipped and not be eligible for anything else/charge an enemy and not be eligible for anything else.

Steady (extra damage when aiming): aim then shoot, may require a kill.
>>Aim and shoot and not be eligible for anything else

Walking Fire (aim bonus after a miss): miss multiple times?
>>Have a 1h/normal gun equipped and not be eligible for anything else

CQC Specialist (melee damage bonus): defeat an enemy in CQC
✔️

Heavy Hitter (armor piercing): shoot an enemy with high armor multiple times? kill heavily armored enemies?
>>Kill heavily-armored enemies. Priority increases based on number killed.

Eagle Eye (lookout with sniper rifle costs 1 action instead of 2): kill things with a sniper rifle? might require going on lookout at least once, but Baetriss never went on lookout with the sniper rifle, only with her shotgun.
>>Bring a sniper rifle and not be eligible for anything else (but high priority against non-sniper-rifle skills)

Tough As Nails (resist panic once, Wounded at 1/3 health instead of 1/2): complete multiple missions without being wounded.
>>Go on multiple consecutive missions without being wounded or made a casualty.

Guts (death/injury resistance): take a large amount of total damage during a mission?
>>Survive a 50%+ death check

Efficient Stowage (carry an item in addition to heavy weapon ammo): use a lot of heavy weapon ammo during a mission? or use heavy weapons in multiple missions?
>>Use a heavy weapon for most of a mission and have at least 1 other Heavy Weapon skill

Adrenaline High (excitement lasts longer): get excited a lot
>>Spend most of a mission excited
>>
No. 135295 ID: 12b116

>>135294
My bad, "Nimble" is get _missed_ by CQC attacks from enemies, not hit multiple times.
>>
No. 135298 ID: b1b4f3

>>135294
>Survive a 50%+ death check
Oh god. Well, we should probably not try to get that one on purpose.

>Bring a sniper rifle and not be eligible for anything else (but high priority against non-sniper-rifle skills)
I guess the high priority overrode CQC Specialist.
>>
No. 135315 ID: b1b4f3

Does Cold Weather gear take up the item slot?
>>
No. 135336 ID: 12b116

Yeah. Just like waterborn, there's a trait that ignores it.
>>
No. 135643 ID: 12b116

Species List
https://pastebin.com/9hAVppN7

Trait list
https://pastebin.com/3vGGCVjS

so you can make an informed decision about commissioning c.orgs
>>
No. 135645 ID: 96c896

In case anyone is wondering, yes we can still expand the barracks, we just need the research to be unlocked.
I'm not sure we'll really be able to make use of very many more corgs but we can certainly fill rooms with demons! I suppose the best use of additional corgs would be to get more cold resistant corgs. Right now we can get cold res on Rockit and ViiVeean, though Rockit has Monstrous Body so we might want to avoid activating her until we have some better monstrous weapons. There IS a question of whether our units want to get Monstrous Form or not, though. If any are strongly opposed to it I suppose we can just not activate them.
>>
No. 135662 ID: 1d109c

I agree regarding Monsterous body
we shouldn't make major alterations to their bodies against their will

becoming a monster might seem cool to us, but they may have serious problems with it
>>
No. 135663 ID: 96c896

Well every time I suggested we try to ask the corgs something it hasn't been used so I think we *can't* communicate directly with our corgs. Except on dates, I guess.
>>
No. 135664 ID: 12b116

>>135663
On missions they have no way to communicate back with you.

Also, I like the ideas people have been giving about stuff to do at base.

Stuff like trading credits/gene points to other unit commanders is a good idea. Are there anything other people want to do during the base phase that isn't in the strictly-defined options?
>>
No. 135667 ID: 2f43c1

Training? Spying on our C.Orgs? Some group activities for the C.Orgs, like a cake baking contest? Maybe some story elements other than the pee bandits?
>>
No. 135721 ID: 19da02
File 162368452749.jpg - (480.41KB , 2019x1095 , Sexcom Relationship Matrix.jpg )
135721

https://docs.google.com/spreadsheets/d/1_aNWih4yY-6OZX61qVc-5u9JgtALkuwipIYmekmHmF8/edit?usp=sharing
The should-be-current Sexcom Relationship Matrix, now in updatable google doc format!
>>
No. 135722 ID: 19da02
File 162369039128.jpg - (0.99MB , 2064x1252 , Sexcom Equipment.jpg )
135722

Equipment:
Weapons, Armor and Items all on different sheets.
https://docs.google.com/spreadsheets/d/1hMXWpX1d0YY4dijvX7mOLdSWMeBtjNoG1-PTGxuxnno/edit#gid=248897767
The pastebin still has more in-depth rules for everything.
>>
No. 135723 ID: 96c896

What does the dig action do? Does Improved Diggy Hole let that corg move underground or is it more like, performing the dig action for free at the end of the movement?
>>
No. 135725 ID: 19da02

>>135723
Performing the dig action for free at any point in their movement, but that lets you burrow sometimes.

So, for instance, if there's diggable terrain, you'd normally have to move up to it, and then dig it (which will move you through/in the diggable terrain, dependng on what it is.)

With improved diggy hole, you can move, move through/in the diggable terrain as part of that move, and then take your second action to do something else.

Here are two examples:

1) There's a fence and the ground is dirt. Digging would move you to the other side of the fence.

2) The entire ground is loose sand.
You can move through the sand by either using the dig action, or just moving with improved diggy hole.

Does that make sense?
>>
No. 135726 ID: 96c896

>>135725
Oh, so, digging is a special action that generally involves movement as well, and improved diggy hole lets you do it for free.... does that mean in some situations the corg would be able to move further than normal in a single movement if there's digging involved in it?
>>
No. 135727 ID: 19da02

>>135726
I'm not sure exactly what you mean. If they have diggy hole, they have to use an action and they'll get moved definitely less than if they were just moving over the ground. If they have improved diggy hole, they move at their normal rate of movement and dig through digging materials in their path as part of their movement. If you don't have either one, you can't take a dig action.

If it's an obstacle, like a fence you can dig under, with diggy hole, that's your whole movement, moving from one side to the other. If you don't have enough movement with improved diggy hole to get to the other side, you won't move to the other side of the fence.
>>
No. 135730 ID: 96c896

>>135727
>If you don't have enough movement with improved diggy hole to get to the other side, you won't move to the other side of the fence.
Ah, that was the part I assumed worked to our advantage with Improved Diggy Hole. Nevermind then.
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