Xcom thoughts
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Starting a new thread to stop hijacking another one.
@three-eyed-crow MY lazy assed feelings are terror attack PrPs whenever people feel like it, with scheduled fuckery by Advent and Gross Xenos. I think the real challenge would be statting Mutons and Sectoids in the right way.
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Sounds interesting, but I'm wondering what grid RP would be. Would the whole game take place in a base?
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The real challenge to a /good/ X-Com game would be morale and panic. That one would be tough to get people to relinquish 'control' of their character on. Muton's wouldn't be that hard, Sectoids maybe, cuz of the psionics, but when people get mind controlled, or just panic and lose their marbles, dropping their gun or firing at random scenery for a turn or three... that'd annoy the hell out of most MU'ers.
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Maybe if you give xp to people who lose their shit at suitable moments? Xp incentives are a powerful drug.
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@lithium said in Xcom thoughts:
The real challenge to a /good/ X-Com game would be morale and panic. That one would be tough to get people to relinquish 'control' of their character on. Muton's wouldn't be that hard, Sectoids maybe, cuz of the psionics, but when people get mind controlled, or just panic and lose their marbles, dropping their gun or firing at random scenery for a turn or three... that'd annoy the hell out of most MU'ers.
The new version of FS3 does have a 'stress' mechanic that could probably be fiddled with to good effect here: https://www.aresmush.com/fs3/fs3-3/combat-mechanics/#stress
Panicking could use subdue. The NPC tries to subdue (via panic), and the PC reacts according to the roll. Random firing would be an added complication, but I don't think you'd lose that much to just not use it. Otherwise subdue works a lot like a panic, save that it doesn't auto-expire, but a GM could deal with that.
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@tat fyi stress and subdue were in 2nd ed too.
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@deadempire said in Xcom thoughts:
Sounds interesting, but I'm wondering what grid RP would be. Would the whole game take place in a base?
Yeah, the grid would be the base. Possibly with locations/safehouses inside of friendly territories, but those might work better as plot rooms, or using the scene system for missions.
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@packrat said in Xcom thoughts:
Maybe if you give xp to people who lose their shit at suitable moments? Xp incentives are a powerful drug.
Unfortunately, XP incentives aren't great for FS3.
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I think the incentive would be a hassle free cg. XCOM has a tradition of giving me crappy soldiers, so if someone showed up with all their points in flower arranging, they'd be about as good a shot as my current sniper.
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You can also give people extra Luck points, and in a situation where characters COULD die in +combat based on conditions the GM lays out, those become pretty valuable.
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@three-eyed-crow said in Xcom thoughts:
You can also give people extra Luck points, and in a situation where characters COULD die in +combat based on conditions the GM lays out, those become pretty valuable.
That's totally what I'd do. In a meat grinder game, luck would be super useful. If you're treating knock-outs as death, that'd be a huge deal.
@faraday Subdue I knew. Stress I missed, but it's super cool and offers a lot of possibilities.
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I had considered an X-Com themed server. I wanted to pull a bit from Delta Green and X-files. Keep the mystery and investigation elements high.
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I may be in the minority but I'd also be intrigued by something based more on X-COM2. Wide range of backgrounds, epic resistance plot, good times by all.
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@akurel I never got very far in Xcom 2. RNG was my hated enemy. No amount of savescumming could save the earth.