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=The First Mission=
'''To start a ground (battlescape) mission, an X-Com agent(s) must be at a building or be able to travel to a crashed UFO.'''


As soon as you start the game you'll have work to do. There is an alien infestation in one of the buildings. If you select the Ultra-Fast timespeed, then it will appear as an Alien Alert. The mission can be troublesome (Brainsusckers!) or it can be extremely easy (almost laughable).
==Commands==
Know [[Input_Device_Reference_(Apocalypse)|how to do it]] and not just what to do.


====Troublesome====
==Preparation==
Equip 8 guys with all available projectile weapons and spare clips (armour is optional). Place them onto the Valkyrie. Go to Alien Alert when it appears. Direct your fire onto the Brainsuckers as they appoach. If a pod lands at/near your agent's feet, quickly access their inventory and pick up the pod. Doing so will stop the pod from bursting open. Kill all aliens.
Equip a squad (usually six to twelve troopers in total, or single agent if you prefer) with armor, weapons and grenades at minimum. Other devices to use would be suited to the task you want to perform:<br>
* Kill the meat, [[Cargo_Module_(Apocalypse)|save the metal]] = non explosive weaponry to limit destroying items dropped by the dead and damage to structures.
*Convince the aliens to [[Bio-Transport_Module_(Apocalypse)|come with you]] = bring stun grenades and stun grapples (other options to stun aliens may be available).
* Kill em all, [[Tactical_Combat_Missions_(Apocalypse)#Raid|no mercy]] = launchers, ammuntion, high explosives, incendiarys ...and a bad attitude!<br>
An agent should not be heavily over encumbered, if at all. Suitable items for suitable troops. Rename your agents (click on their name) to identify those with particular loadouts or skills etc. Humans are well rounded in combat, Androids are immune to mind games, Hybrids are your (future) psi-troops.
==Transport==
Travel to a building is possible via the people tube network (slowest), using a road vehicle (slow), or using airbourne vehicles (fastest). Travel to an alien crash site is only possible with air craft.<br>
To place agents into vehicles, or to remove... READ the ''fine'' manual!<br>
Additional [[Passenger_Module_(Apocalypse)|Passenger Modules]] allows for more agents to be transported, however, only one [[Cargo_Module_(Apocalypse)|Cargo Module]] is needed since the module seems to have infinite capacity.
Agents moved to a building via the tube network, or by road, go to the [[Buildings_(Apocalypse)|home cell]].
Agents arriving at a building via airbourne craft land at the launch tubes and stay there until take off. Launch Tubes which are at ground level are themselves safe from collapse and can only be destroyed by weaponry, however, building collapse next to the tube may damage craft.<br>
'''Note:''' it is not necessary to move agents off the landed vehicle into the home cell.<br>
If an "Alien Detected" alert has appeared, selecting a vehicle with agents on-board and then clicking the Alien icon will send off immediately to that location.
==Starting==
When you have your troops at a building (irrelevant whichever transport method was chosen), click LMB on the building to display the squad present, select the agents for the mission, then choose one of the two mission buttons: [[Tactical_Combat_Missions_(Apocalypse)#Searching_your_own_buildings|Search]] or [[Tactical_Combat_Missions_(Apocalypse)#Raid|Raid]].
Alien craft which have been shot down can only be reached with air vehicles and only when they have impacted the ground ("UFO crash lands" message and the UFO is smoking). When your transport craft "Attack Hosilte Unit" targets the crash site and 'lands on the UFO's roof', the UFO crash recovery mission will immediately commence.


====Laughable====
Hire ONE Android if available. Equip this robot with a Lawpistol and all clips. Don't need armour, Don't need anything else. Send '''ONLY''' this robot to the first mission to shoot some aliens at point blank range. Eh??? How? ans: Brainsuckers need a brain to suck. If there are no brains, then they just sit there on the ground begging for some lead.


===Warnings About First Mission===
[[Suggestions_for_Equipping_Troops_(Apocalypse)|Next: Equipment Suggestions]]<br>
*If your score total is higher than 1000 before you start this mission (eg: from raiding), aliens MIGHT carry disruptor guns instead of brainsucker launchers.
[[Tactics_(Apocalypse)|Return to Start]]
*If you want a challenge then aim for a score near 2500 before you start this mission (boomeroids).
*Feeling tough? Try above 8000. (devastators, vortex, shields)
*Feeling suicidal? Try above 25000. (devastators, entropy, dimension missiles, teleporters, cloak, shields, vortex).


As you can see, score governs alien tech levels throughout the whole game.


====Slightly Strange====
[[Category: Apocalypse]]
*Sometimes, your own building is where the Alien Alert appears. You can scan you own building before the official alert appears by just selecting a bunch of agents (highlighting them) and then click the "Alien" icon to initiate a scan. Real estate standards are lax!

Latest revision as of 19:18, 8 October 2023

To start a ground (battlescape) mission, an X-Com agent(s) must be at a building or be able to travel to a crashed UFO.

Commands

Know how to do it and not just what to do.

Preparation

Equip a squad (usually six to twelve troopers in total, or single agent if you prefer) with armor, weapons and grenades at minimum. Other devices to use would be suited to the task you want to perform:

  • Kill the meat, save the metal = non explosive weaponry to limit destroying items dropped by the dead and damage to structures.
  • Convince the aliens to come with you = bring stun grenades and stun grapples (other options to stun aliens may be available).
  • Kill em all, no mercy = launchers, ammuntion, high explosives, incendiarys ...and a bad attitude!

An agent should not be heavily over encumbered, if at all. Suitable items for suitable troops. Rename your agents (click on their name) to identify those with particular loadouts or skills etc. Humans are well rounded in combat, Androids are immune to mind games, Hybrids are your (future) psi-troops.

Transport

Travel to a building is possible via the people tube network (slowest), using a road vehicle (slow), or using airbourne vehicles (fastest). Travel to an alien crash site is only possible with air craft.
To place agents into vehicles, or to remove... READ the fine manual!
Additional Passenger Modules allows for more agents to be transported, however, only one Cargo Module is needed since the module seems to have infinite capacity. Agents moved to a building via the tube network, or by road, go to the home cell. Agents arriving at a building via airbourne craft land at the launch tubes and stay there until take off. Launch Tubes which are at ground level are themselves safe from collapse and can only be destroyed by weaponry, however, building collapse next to the tube may damage craft.
Note: it is not necessary to move agents off the landed vehicle into the home cell.
If an "Alien Detected" alert has appeared, selecting a vehicle with agents on-board and then clicking the Alien icon will send off immediately to that location.

Starting

When you have your troops at a building (irrelevant whichever transport method was chosen), click LMB on the building to display the squad present, select the agents for the mission, then choose one of the two mission buttons: Search or Raid. Alien craft which have been shot down can only be reached with air vehicles and only when they have impacted the ground ("UFO crash lands" message and the UFO is smoking). When your transport craft "Attack Hosilte Unit" targets the crash site and 'lands on the UFO's roof', the UFO crash recovery mission will immediately commence.


Next: Equipment Suggestions
Return to Start