Eragar |
I'm not very familiar with spreadsheets, so I'm not sure what the best way to format one would be.
If one of you wants to move all your stuff to a spreadsheet and then link it to me so I can see what it looks like, I can use that to make a master sheet that has everyone's stuff on it, and then divide that up into editable ones for each player.
TAR-VI |
Satellites have crossed my mind at first too...
But we're talking about an alien invasion here. Wouldn't satellites be nommnommed away by them at day 1?
I think it would rather suck (hard) to be stationed at the ISS at such a time ... Sitting ducks and all.
^^
@Bogg: Which country do you choose?
AndrewAnderson |
OK here is basic spreadsheet. I entered some numbers but all soldiers and vehicles will have to be added with their stats. For quick jumping between players I recomend ctlf + f and seach for our name or color. Nobody can edit so either eragar can PM me his email so that I can give him permissions or he can copy it into his own spreadsheet, or I can give acces to anyone but it could cause some problems.
TAR-VI |
@Spreadsheets: I like plain-text with good use of spoilers saved under my alias to keep track of my own stuff (doing so for all my other games as well). My phone is quite old and struggles with any fancy web stuff, so I mostly use synced notepads (Evernote/OneNote/...) and my alias pages to access my stuff from my phone. Everyone can look over my stuff (especially the GM without even leaving the site) by checking out my alias profile page and only I can edit it. To ensure that I don't cheat, important stuff gets posted into the discussion or per pm to the GM, where they cannot be edited (after one hour), so it's easy to check whether some cheated or not, if one would ever have that feeling.
Edit:
@GM: Could you comment on the research projects stated by Minder1, Parker & myself? Good, too narrow, too broad?
I was thinking ... how about we players give blue text as we define new research projects, expressing what we hope to achieve. This makes sure no misunderstandings happen and you get a good idea, what we hope to get. It is of course up to you, to decide what we actually get, or maybe define several steps in between until the research reaches the 'final' goal?
Eragar |
Ho boy; I take a nap after work and come back to loads of stuff. A bunch of things I need to cover.
First, I need to clarify equipment a little bit, since it's come up a couple of times.
It is possible to give a soldier equipment that would bring them down to 0 Agility. They will still get to take turns, but their movement will be slowed down and they'll be pushed to the very back of the initiative order. So someone with only 1 Agility can still equip Heavy Armor.
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Research: All of your chosen research projects are completely fine. You could be more specific for RP reasons, but mechanically I would generalize it back to something more simple. Even if you specifically want to research Energy Weapons, there will be enough overlap to improvements for ballistic weapons (and vice verse) that I'll most likely just say you're researching weapons.
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I think I'm going to stick with the google doc as the format for the player sheets, since it looks like that will ultimately be the best compromise. Anyone who wants a different way to record their information (spreadsheet, spoilers on their character tab, etc.) is obviously more than welcome to do that.
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Finally, to respond to BoggBear's questions about starting bonuses.
You will indeed be able to buy multiple Skyrangers throughout the game. In fact, you'll need to, as the aliens have no intentions of only striking one location at a time.
Most satellites have been blown to little bits (including the ISS--that was actually the very first target). If you wanted to have a very high tech stealth satellite as one of your bonuses, I would give that to you. And barring some *very* unfortunate circumstances, it would be safe throughout the game.
As far as the bonuses you actually choose, that's completely up to you. I'm happy to work with you to refine them though.
AndrewAnderson |
@Spreadsheet So as it sounds like more people prefer simple docs I'll keep what I've done like it is, in case anyone would prefer to use a spreadsheet so he can copy it.
@Eragar
Thank you for updating my starting soldiers, but I have question regarding the numbers. There is +3 at the end of stat row and +1 at the end of talent row. What this means?
Eragar |
@Eragar
Thank you for updating my starting soldiers, but I have question regarding the numbers. There is +3 at the end of stat row and +1 at the end of talent row. What this means?
Those are for you to choose. So for each of those sergeants, you'll divide those 3 extra points into attributes of your choice (between Agility, Evasion, Accuracy, and Health).
You'll also choose a talent for each of them from the list in the campaign tab.TAR-VI |
I used a simple coordinate web tool to show me where those contacts are.
For ground target I've chosen the obvious, since there is an incursion in Germany itself (the first European ground contact).
I also converted the other European contacts and added their countries in my post (Turkey and Iceland).
Since there is only one ufo contact above Europe (which is over Spain) I figured that we Europeans night bundle resources and bring that one down with all our might, sending in a salvage part to get the good stuff.
On the other hand, some of you fellow Europeans might as well lend Anderson a hand fending off all those North American incursions...?
Nit trying to boss anyone around, just offering thoughts.
I certainly have to clean up my garden (read: Kill any aliens landed in Germany) for this round, so my ground forces are set.
AndrewAnderson |
I waited with my targets as I`m awaiting clarification about how much distance matters, because if it doesn`t than we can easily help North America. Distance effect plays a big role in planning targets, as if it matters there are some contacts in North Africa that can work as targets.
BTW Parker is in US, Anderson is in Czech Republic ;).
Eragar |
Distance doesn't matter too much--your aircraft can reach pretty much anywhere they need to go.
It does still play a factor though. If a UFO is at the edge of your radar vision and you try to catch it from too far away, you might lose it and not be able to find it again.
And if you take a really long time reaching a ground target, they might have finished what they were doing and moved on, or have had more time to dig in and prepare for you.
(Tarvi, you're guys are close enough to the contact in Germany they you wouldn't necessarily need to use your Skyranger, although it would be slower and have the disadvantages I mentioned above)
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I think someone also asked about using interceptors to try to scout out ground targets to get more information. That could work, although it wouldn't tell you everything.
TAR-VI |
Oh I just re-read the training facility stuff.
I can only train 3 guys at a time (+1 supervisor) instead of the 'rest of the guys' as I posted.
Agility Training, supervised by Sgt. Heinrich Alt
.. Isabelle von Hueber
.. Miriam Diener
.. Max Frohn
In addition, I had several minor mistakes in my troop composition.
Also I have settled for a role-based squad composition rather than cramming in various kind of load-outs into the same squad. See below for my new composition, now corrected as well.
Is being added to my alias as well for convenience
Squad 1: Mid-Range, Medics, MGs
.. Corp. Lilith Krumpf :: Light Gunner
.. Corp. Hans Adler :: Light Gunner
.. Corp. Emilia Dorscht :: AW-Trooper (+Medikit)
.. Corp. Succuk Abdelau :: AW-Trooper (+Breaching Charge)
Squad 2: Frontline, Fire Magnet, Room Clearing
.. Corp. Anatoly Ruta :: Frontline (+Shield)
.. Corp. Nikolai Gorba :: Frontline (+Shield)
.. Corp. Nadja Dobler :: Heavy Gunner
.. Corp. Nick Dreher :: Heavy Gunner
Squad 3: Specialists, Long-Range Fire Support
.. Corp. Kim Dahn :: Frontline (+Non-Lethal)
.. Corp. Jana Fritsch :: Grenadier
.. Corp. Alexander Schmidt :: Sniper
.. Corp. Dieter Weber :: Sniper
TAR-VI |
@Minder1: We're not actually restricted (whether we CAN reach it) but the GM stated that he will factor in the TIME to get there. So if you send your guys to the other side of the globe, they MIGHT be late to stop for whatever the greenies are doing over there. Or the mission might get harder. Thus while it is possible to do such a mission, it is (probably) better to engage nearby targets. At least that is what I (and Anderson according to his comment) read between the lines of the GM's statement.
TAR-VI |
@UFOs: I don't think that too many birds is a really. ATM we don't know how good our chances are to take down one at all so I like the idea of few but powerful strikes against UFOs, for the start. Hopefully bringing them down without loosing too many own birds in the process.
@Minder1: Although I must say, that "protecting the commonwealth" sounds like a cool and very fitting maxim for a british cell, so ... just go forth an protect down under ;-)
Minder1 |
That was my initial logic. Protect the commonwealth=good. Violate a sovereign nation’s airspace=bad. That being said violating a sovereign nation’s airspace>showing up too late to help anyone. GM, if I was playing x-com and launched my first mission to a location that was too late to help, I’d restart. Can you let me know if I can actually engage in Australia? Otherwise I’ll do Greenland.
Eragar |
That was my initial logic. Protect the commonwealth=good. Violate a sovereign nation’s airspace=bad. That being said violating a sovereign nation’s airspace>showing up too late to help anyone. GM, if I was playing x-com and launched my first mission to a location that was too late to help, I’d restart. Can you let me know if I can actually engage in Australia? Otherwise I’ll do Greenland.
I'm really hesitant to give out information that you guys wouldn't actually know. A big part of XCOM is taking risks, and I don't want to take that away.
I will say this--if it were a human military op going on down there, there's a pretty solid chance they'd be long gone before you arrived. Whether the aliens follow the same philosophy is unknown. Yes, I would recommend switching to GreenlandAs far as violating airspace goes, don't worry about that. For now you have free reign of the planet. That might change in the future, but you're all set currently.
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EDIT: I almost forgot--Anderson pointed out an exploit that I'm gonna have to fix. From this point the Mechanic and Engineer Talents cannot be chosen when purchasing a soldier or a pilot. Those two can only be gained randomly from leveling up.
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EDIT EDIT: Anderson asked some questions a while ago that I completely forgot to answer.
EDIT: Regarding the ground combat rules: 1) Can our soldiers make multiple attacks per round? What about multiple grenades?
2) How grenades work in terms of accuracy?
3) What about sniper rifles needing two actions and sniper only having one agility?
1) Yes to both, as long as they have the Agility for it.
2) Grenades are quite accurate. Not enough that you could have one of your soldiers right next to an alien and be able to count on hitting just the alien, but enough that you could count on hitting the alien. Think similar to the rocket launchers in the 2012 video game.3) They would have to spend a round setting up, and then another round making the attack.
3.1 If round 1 you have a sniper set up an attack, and then round 2 they decide to move to a better position, then round one was effectively wasted.
TAR-VI |
Re map: Awesome flavor.
But: At least for me it is hard to read / discern UFO from land contacts.
You might consider important (a high-scale) version of the map into a google drawing sheet (without contacts). Then add the contact tokens (different colors are a good idea, or maybe shapes) by simply adding them to the map (Insert -> Forms). Then share the link and give us comment rights. Thus we can add comments who engages which contact and such.
@Ground Combat: While I think it would be real awesome to actually go round-by-round in the fight, having the freedom to order around the soldiers just like in the video game (that at least is what I get while reading between the lines, especially 3.1 from above) ... I fear that it will bog down the game considerably, since you will have to manage a LOT of combats at the same time, since most of the time every player will engage in a different fight, or even in multiple fights each round. Just something you might want to keep an eye on. I am certainly good either way, but I fear that it might overwhelm you.
Eragar |
Re map: Awesome flavor.
But: At least for me it is hard to read / discern UFO from land contacts.You might consider important (a high-scale) version of the map into a google drawing sheet (without contacts). Then add the contact tokens (different colors are a good idea, or maybe shapes) by simply adding them to the map (Insert -> Forms). Then share the link and give us comment rights. Thus we can add comments who engages which contact and such.
I hadn't thought about using google for the maps. That's probably going to be a lot easier than trying to deal with that garbage website.
@Ground Combat: While I think it would be real awesome to actually go round-by-round in the fight, having the freedom to order around the soldiers just like in the video game (that at least is what I get while reading between the lines, especially 3.1 from above) ... I fear that it will bog down the game considerably, since you will have to manage a LOT of combats at the same time, since most of the time every player will engage in a different fight, or even in multiple fights each round. Just something you might want to keep an eye on. I am certainly good either way, but I fear that it might overwhelm you.
This is actually the way I intend to do it--players will get a map image at the start of the battle and will get to make general orders for their soldiers, then I will play through several rounds of combat (probably 3-5 rounds) and then give players an updated map where they can make more general orders.
Air combat will be similar, except there won't be a map.-------
At this point we're almost completely ready. BoggBear (who is still with us, he's just been sick, but should be posting today) is the only one I need for air contacts and then we can start those battles.
Minder1: I have everything set up for your Greenland fight. I just need to know which soldiers you're taking and how you're kitting them out. You've also got that second Skyranger that you can do something with if you want.
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Finally, I think this is a good time to mention that you shouldn't expect the aliens to act like they do in the video games. You'll be meeting completely new enemies, and old enemies will have new tricks up their sleeves. Let go of all your assumptions, because they're going to get you killed.
TAR-VI |
Google drawings work very well.
Bonus points if you find a cool background map to place your icons on.
Example? Map for my Campaign
TAR-VI |
@GM: Some remarks:
- I have reworked my squad composition here since my first try had a couple of errors in it. Note that it was before the start of the battle and is a minor change. I mostly swapped around soldier between the squads and reworked some minor loadouts. Just ensuring we're on the same page, since I guess we're not atm, reading the names called out in your combat post.
- You may reconsider squad coloring on the map depending on background. Green highlighting on mostly green background does not work all too well. Maybe white instead? Btw the map is cool and works well.
AndrewAnderson |
I do know the equipment loadouts for your soldiers, I just haven't had time yet to put them in. Does your spreadsheet show which ones are going where?
In my spreadsheet my soldiers have colored names with either orange or magenta to show their assigned squad.
Minder1 |
I'm going to steal directly from TAR-VI's excellent squad organization scheme:
Squad 1: Mid-Range, Medics, MGs
.. Corp. Tristan Jephson :: Light Gunner
.. Corp. Pene Chancellor :: Light Gunner
.. Corp. Kaden Benjaminson:: AW-Trooper (+Medikit)
.. Corp. Doria Stephens :: AW-Trooper (+Breaching Charge)
Squad 2: Frontline, Fire Magnet, Room Clearing
.. Corp. Sabela Simmons:: Frontline (+Shield)
.. Corp. Fran Weaver :: Frontline (+Shield)
.. Corp. Genette Larson :: Heavy Gunner
.. Corp. Don Nowell :: Heavy Gunner
Squad 3: Specialists, Long-Range Fire Support
.. Corp. Lora Howard :: Frontline (+Non-Lethal)
.. Corp. Regina Crouch :: Grenadier
.. Corp. Cailin Symons :: Sniper
.. Corp. Randall Saunders :: Sniper
TAR-VI |
Hah, thanks Minder1 ;-)
@Eragar: Looks good ... unless. If a unit has 1 Agi, can he move&attack, or rather move OR attack? I was thinking the first ... don't know why actually. If it is OR, then I'd change my command for Squad 1 (red) to directly engage all left-hand targets (so the two robots and the spider-thingy) before taking cover against the other two. Distances are too small to spend a full round moving into cover.
Also, I want my guys to focus their fire on few targets, hopefully bringing them down quickly (best: before they can act) rather than spreading fire onto all visible enemies.
Eragar |
In my spreadsheet my soldiers have colored names with either orange or magenta to show their assigned squad.
I'm working on this now. One thing I noticed:
You have Matej Oldrach, Martin Urbanek, Milan Neumann, Daniel Mesner, and Ludvik Quido all equipped with Shields, which should give -2 Accuracy, +2 Armor, and +2 Health.EDIT: @Tarvi. 1 Agility would be move or attack, so I'll change that.
AndrewAnderson |
I'm working on this now. One thing I noticed:
You have Matej Oldrach, Martin Urbanek, Milan Neumann, Daniel Mesner, and Ludvik Quido all equipped with Shields, which should give -2 Accuracy, +2 Armor, and +2 Health.
Thanks, it should be fixed now
Although not 100% confirmed, flyovers do report usual activity in both Turkey and Libya.
Just for clarification I send a skyranger-1 to Turkey and Magenta squad should deploy there. Only in case it appeared to be false alert the squad would redeploy to Libya.
TAR-VI |
Ah neat. I figured the thing about the Warhammer figures of course ;-)
Never looked at the thing, but the results are quite neat!
Minder1 |
TAR, I have more dead alien bodies than I know what to do with, so you're welcome to keep them all.
We're already doing weapons research, so I'd like to take at least one Sectoid weapon. Your research capabilities are superior, so feel free to take whatever you want and leave me the rest. You did the heavy lifting on this one.
TAR-VI |
@Minder: Sure. Take two weapons, half the alloys and the medium ufo component, I take the rest. Alright?
Eragar |
To answer the questions regarding selling salvage:
There will be three (technically four) ways you can sell salvage.
1) You can sell to/trade with each other. Price negotiations will be completely up to you.
2) You can sell to world governments that who want to do independent research. For the most part, salvage sold to these groups will be safely out of the way of people who would misuse it, but that isn't an absolute guarantee.
3) You can sell it on the black market. This will give you more money for what you sell, but will be much more likely to cause problems in the future.
4) Sometimes you might be approached with special offers, which would be uniquely rare and valuable situations.
Prices will be static (I thought about having things change, but decided that would be too much bookkeeping). I haven't decided exactly how much things will sell for, but it will probably be around $1-$5 per item, depending on how rare it is. I'll post it all in the campaign info soon.
Finally, I'm going to give Parker until tomorrow afternoon to post, and then I'll replace him.
AndrewAnderson |
Just my two cents regarding William:
I understand just replacing Parker to keep amount of bookkeeping minimal but since 4 out of 5 are on other half of planet with all players in the same location we could have some interesting possibilities like both Americas quitting XCom project leaving half of the world dark for aliens to freely operate in and making it interesting place for late game where we might have to invade it.