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31
Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by MilitiaJim on September 19, 2017, 03:06:06 PM »
The first mission is groovy, the intro mission is still a drag.
Sorry, going to need clarification.  Are we talking about Operation Gatecrasher being a drag, and the first "proper" mission is groovy?
Correct.

Any idea why a created character wouldn't level into the designated class?
... then you will find that they will all become that class, no matter what you set before.

Hope that explains it.
It does.  Makes sense.  Still a dash annoying.

Now to find that mod that lets you make your own classes so I can split the cannons from the grenade launcher.  I'm still annoyed about that.  :(

I know, right?!  As much as I may want to strangle them, I just plain prefer the class spread of Long War 2 over the core game.  Not least of which is because it's just so much easier to translate characters from other games into the Long War system.

Look, here's some examples of what I'm talking about:

Spoiler: Exhibit A • show

Binary Domain - Probably the best example of difficulty of cross game translation.  Each character is a specific class, with designated weapon loadouts (even the main character, the one who can wield any weapon he can pick up, cannot drop his main rifle.

Dan Marshall, Rifleman - Core: Specialist or Rifle Ranger; LW 2: Ranger or Grenadier
The prime example of a constant problem, translating a basic rifleman into the core system.  Particularly when a character isn't established as having secondary medical, electronic, stealth, or sword skills.  And trust me, Dan doesn't fit any of those well (aside from patching up someone's arm in one scene).  In LW2, though, he can focus on his rifle skills, with his underslung launcher being easily represented with either the Grenade Launcher or Sawed-Off.

Roy "Big Bo" Boateng, Gunner - Core: Grenadier; LW 2: Gunner
In a way, core XCOM has a nice punchline to a joke from BD.  In BD, Bo has a bandoleer with 40mm grenades for a launcher that was not in the game.  However, in XCOM, he can have the launcher without the bandoleer.  Or, he can just be a Gunner in LW2, just like he is in BD.

Charles "Charlie" Gregory, CQB - Core: Ranger; LW2: Shinobi
Even worse than a basic rifleman, Charlie is the SMG guy who complains about the lack of covertness of this covert mission.  Core unmodded XCOM is even worse, because there is no SMG for him to use.  LW2, however, gives him the SMG from the start, and allows him to be as covert as he wants.

Rachel Townsend, Explosives - Core: Ranger w/ Exo; LW2: Technical w/ shotgun
Rachel has a shotgun and a rocket launcher.  Already you can see issues with the core classes, since she needs to wait for tier 2 to even get her rockets, and she is forced to be into stealth or swords on top of it.  LW2 just allows her to switch her main gun, and she can be herself from the very beginning.

Faye Lee, Sniper - Core: Sharpshooter; LW2: Sharpshooter
Moving on.

CN-7 "Cain", Juggernaut - Core: SPARK; LW2: SPARK
Trades a machine pistol for an Autocannon.  An upgrade, frankly, and an excuse to use the French Julian voice.


Yes, yes I put a lot of thought into this stuff.
Thought is good.  Giving all the heavy weapons to one person isn't.  There is a reason why the person with the machine gun isn't the one with the radio or the rocket launcher, dammit!
32
Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by RusVal on September 19, 2017, 02:47:24 PM »
The first mission is groovy, the intro mission is still a drag.

Sorry, going to need clarification.  Are we talking about Operation Gatecrasher being a drag, and the first "proper" mission is groovy?

Any idea why a created character wouldn't level into the designated class?

Game balance.  If you remember back in the EU/EW days, Firaxis developed a "Card Draw" system to prevent scenarios where you end up with, for instance, all snipers for the last five guys you recruited when you really need that Support right the heck now.  While it's cool to be able to decide what someone will be, there is that chance for a repeat of that scenario if they forcefully follow what you have pre-set.  However, with the GTS and manual recruiting from a pool, it's much easier to control who becomes what.
That said, while I do not have confirmation of this theory, I believe designating a class effects the "reward" pool, which is also partially effected by the "Card Draw" system.  By that I mean, as long as you keep an equal number of each base class (Faction heroes and SPARKs, due to their rarity and unique recruitment, just draw directly from your pool), then whenever you can get a leveled soldier (Black market, mission reward, points of interest events), then the system is more likely to match up someone from your pool with the class you designated.  If you have a deficit of a particular class, though (for me it's always Sharpshooters and Grenadiers), then you will find that they will all become that class, no matter what you set before.

Hope that explains it.

Now to find that mod that lets you make your own classes so I can split the cannons from the grenade launcher.  I'm still annoyed about that.  :(

I know, right?!  As much as I may want to strangle them, I just plain prefer the class spread of Long War 2 over the core game.  Not least of which is because it's just so much easier to translate characters from other games into the Long War system.

Look, here's some examples of what I'm talking about:

Spoiler: Exhibit A • show

Binary Domain - Probably the best example of difficulty of cross game translation.  Each character is a specific class, with designated weapon loadouts (even the main character, the one who can wield any weapon he can pick up, cannot drop his main rifle.

Dan Marshall, Rifleman - Core: Specialist or Rifle Ranger; LW 2: Ranger or Grenadier
The prime example of a constant problem, translating a basic rifleman into the core system.  Particularly when a character isn't established as having secondary medical, electronic, stealth, or sword skills.  And trust me, Dan doesn't fit any of those well (aside from patching up someone's arm in one scene).  In LW2, though, he can focus on his rifle skills, with his underslung launcher being easily represented with either the Grenade Launcher or Sawed-Off.

Roy "Big Bo" Boateng, Gunner - Core: Grenadier; LW 2: Gunner
In a way, core XCOM has a nice punchline to a joke from BD.  In BD, Bo has a bandoleer with 40mm grenades for a launcher that was not in the game.  However, in XCOM, he can have the launcher without the bandoleer.  Or, he can just be a Gunner in LW2, just like he is in BD.

Charles "Charlie" Gregory, CQB - Core: Ranger; LW2: Shinobi
Even worse than a basic rifleman, Charlie is the SMG guy who complains about the lack of covertness of this covert mission.  Core unmodded XCOM is even worse, because there is no SMG for him to use.  LW2, however, gives him the SMG from the start, and allows him to be as covert as he wants.

Rachel Townsend, Explosives - Core: Ranger w/ Exo; LW2: Technical w/ shotgun
Rachel has a shotgun and a rocket launcher.  Already you can see issues with the core classes, since she needs to wait for tier 2 to even get her rockets, and she is forced to be into stealth or swords on top of it.  LW2 just allows her to switch her main gun, and she can be herself from the very beginning.

Faye Lee, Sniper - Core: Sharpshooter; LW2: Sharpshooter
Moving on.

CN-7 "Cain", Juggernaut - Core: SPARK; LW2: SPARK
Trades a machine pistol for an Autocannon.  An upgrade, frankly, and an excuse to use the French Julian voice.


Yes, yes I put a lot of thought into this stuff.
33
Off-Topic / Re: Computer Gaming 2017
« Last post by RusVal on September 19, 2017, 01:39:57 PM »
THEORY: Doom Guy is Link? 6 Reasons the Doom Marine and Link From Zelda are Totally the Same Guy - Outside Xtra

I would say it's more of a case of coincidental drawing from the same pool of inspiration.  Though after the success of Mario + Rabbids... maybe it's crossover time?
34
Play-by-Post / Re: [OOC] Way of the Wicked
« Last post by paddyfool on September 19, 2017, 10:18:09 AM »
No reply received yet.
35
Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by MilitiaJim on September 19, 2017, 08:12:59 AM »
The first mission is groovy, the intro mission is still a drag.  Any idea why a created character wouldn't level into the designated class?

Now to find that mod that lets you make your own classes so I can split the cannons from the grenade launcher.  I'm still annoyed about that.  :(
36
Off-Topic / Re: Cool Non-Video Links (Quizzes, Tests, Illusions, Etc..)
« Last post by Mister Andersen 2.0 on September 19, 2017, 06:13:17 AM »
Solar System Graveyard: An interactive look at where 42 spacecraft have met their end on another world
37
Mistborn Adventure Game / Re: Reference Sheets
« Last post by Gormac on September 19, 2017, 05:56:45 AM »
Ill be teaching the game to new players so i was thinking of having some stuff on the outside as well. Figure basic rules for conflits contests so that it will always be in there face if they need it. I started using the OPs charts, Im taking what i think i can use and trying to fit them Landscape style printing but alot of the charts are huge and go pass 9inches long :/
38
Mistborn Adventure Game / Re: Reference Sheets
« Last post by Herowannabe on September 18, 2017, 10:52:52 PM »
Anyone make a Narrator Screens for MAG? im trying to put stuff together i will think is useful but im awful with excel so its giving me problems

Glasswalker posted above that he was working on a screen. It looks like that was his one and only post though. You could try PMing him and see if he responds.

I wouldn't mind making a Narrator screen when I can find the time. What sort of stuff are you thinking of putting on it? It would be sweet if we could get ahold of the Luthadel artwork they used for the background of the Mistborn: House War game board and slap it on the player-side of the screen.
39
Mistborn Adventure Game / Re: Reference Sheets
« Last post by Gormac on September 18, 2017, 10:33:22 PM »
Anyone make a Narrator Screens for MAG? im trying to put stuff together i will think is useful but im awful with excel so its giving me problems
40
Board and Card Games / Re: Mistborn House War - Official Q&A Thread
« Last post by Herowannabe on September 18, 2017, 08:10:55 PM »
If I play a card that added resources to the cost to solve a problem to ruin a deal, the active players doesn't get to pick a new problem to solve. So why would playing a card to remove a problem to ruin a deal allow the active player to change problems?

Because the Soother/Rioter is removing the problem card from the playing field (I suppose I'd also rule the same with the Inquisitor card, which can straight up remove REBEL problems from play). When you play  the informants, the card is still there and the players can still try to solve it.

I'd be curious to hear how Crafty Games would rule it...?

Also, no clue about how we're supposed to handle the second part of your question. I've never had that situation pop up. I suppose I would probably just let them cancel each other out.
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