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Two questions:
1) When to I get let out to be killed by the Aliens. I really want to stick my head down a cannon.
2) Are my stats that bad that I'm still @ base after c. 3 missions.
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Bring me back too! If you haven't mastered reincarnation tech yet I'll happily be the team zombie.
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I would certainly like a crack at those aliens to avenge my identical twin brother
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pling Wrote:Awwwww 
So that means you gave me a wimpy girl avatar?? /me paranoidly looks round from the PC checking for uberfish's spies 
Still, at least I appear not to throw like a girl, given my awesome 'nade flinging skills :neenernee
Yes, you apparently were the star softball pitcher at [high school name here].
Brian Shanahan Wrote:Two questions:
1) When to I get let out to be killed by the Aliens. I really want to stick my head down a cannon.
2) Are my stats that bad that I'm still @ base after c. 3 missions.
1) That can be arranged, we have to assault that base and they camp in the command center with guided mininukes. However, aliens can't reload.
2) :< I'm not getting enough people killed. Will try harder next time.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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Ug the Barbarian Wrote:2. Small and Large radars still in place in Eurocom - do we still need them ?
No those are obsolete. Remove them and build something else in the same plots
"Trying is the first step towards failure" - Homer Simpson
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LOL we really need to maintain a death list and list of people who want to be recruited.
Also, if you guys really want casualties since not enough people got killed on the latest missions, I can always raid that alien base next time I'm up. :neenernee
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uberfish Wrote:Also, if you guys really want casualties since not enough people got killed on the latest missions, I can always raid that alien base next time I'm up. :neenernee
Better idea, instead of more casualties we've got new bases coming online. The new recruits can be deployed there, instead.
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Each base needs atleast 1 recruit or it will be taken over automatically by the aliens. You can fill the rest with general stores and lazer tanks.(up to 11)
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
Posts: 5,752
Threads: 52
Joined: Mar 2007
antisocialmunky Wrote:Each base needs atleast 1 recruit or it will be taken over automatically by the aliens. You can fill the rest with general stores and lazer tanks.(up to 11)
I think we would need to research -- and build -- some laser tanks first.
We definitely need some troops at each new base, though. Given tank costs, we could just send a bunch of recruits instead. Make sure there are enough weapons and ammo clips in stores, plus some grenades, medikits, flares, etc. And as our working Skyranger team get upgraded to better armor we can use the older stuff to equip our base defenders.
For recruit names, I guess we need to start version 2's of many of our supporters. Or else comb the site for more names.
v8mark, not sure what happened -- I am 99% certain I named a recruit for you during one of my turnsets. Maybe he is still in base? Or perhaps that was just before we lost all but one team member on that mission....
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Also, I agree with Ug that we need to be researching the new fighter craft. And we can replace the small and large radar (be careful not to disconnect any modules!). What to put in their place, though? Do we want/need any defenses? Or do we just fight it out if we get attacked? Against battleships, anything less than Fusion Ball defenses just aren't really worth much anyway.
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