If nothing else, what do we lose by voting to hold on to the surge while we go down to gather information? "Do it now or we lose the opportunity completely" versus "Leave now and never come back" is a false choice.
 
Last edited:
I mean, the gap doesn't seem to be closing anytime soon, so I don't think things will change fast enough for us to actually stop the Surge at this point?
 
If nothing else, what do we lose by voting to hold on to the surge while we go down to gather information? "Do it now or we lose the opportunity completely" or "Leave now and never come back" is a false choice.
That's true enough. I'm willing to admit leaving might be the optimal choice for power.

But frankly, I just wanna have some cool toys finally. So leaving is not optimal for fun, at least as far as I'm concerned.
 
guys, guys. Slow down a bit alright?

You're massively over-analyzing this

do you want to use this opportunity to have our first surge or not?

that's really the only thing you need to worry about right now
I'm just seeing people rabbiting off down massively convoluted conspiracy theories based on next to no information at all, and would like to advise them to not do that

In questing, I'm of the opinion that, in the absence of other things to do, there's no such thing as overanalyzing. There's assigning too much weight to ideas, but going down a full what-if trail isn't inherently harmful on its own.

That being said, I'm locking the vote. RL is proving to be a bit busy and WOTC is distracting me, so it may take me a while to get the next update out all the way, but I did start on it. For peace of mind, I will say that this isn't a tarp trap.
 
Inserted tally
Adhoc vote count started by Vebyast on Dec 28, 2017 at 4:19 PM, finished with 97 posts and 30 votes.

  • [X] Let your gift start the Surge and start making your way down. Nothing ventured, nothing gained.
    [x] Don't let the Surge start, but keep it ready if it becomes necessary - you're going to go down there and find some answers.
    -[x] Grab and interrogate a peasant. They can't all be fighting to the death out in the open.
    -[x] Look for a machine black-box or brainbox to extract logs from.
    -[x] Stay relatively stealthy. If this turns out to be a game or something, you want to be able to get away with no one the wiser.
    [X] Turn around and leave. As much as you like the idea of thwarting two fools misusing their gifts, there's no denying that a battlefield is inherently dangerous. The clockwork might not be much of a threat, but the people? They could be problems.
    -[X] Search for a town or city. Surely even these Inspired aren't stupid enough to stifle trade,right? You should have enough money to buyenough parts for a few small inventions.
    [X] Let your gift start the Surge and start making your way down. Nothing ventured, nothing gained.
    -[x] Avoid civilization until you've likely left the territory of the warring Inspired. Any area needing to deal with them probably won't be too happy to see yet another Inspired.
    [X] Turn around and leave. As much as you like the idea of thwarting two fools misusing their gifts, there's no denying that a battlefield is inherently dangerous. The clockwork might not be much of a threat, but the people? They could be problems.
    -[x] Avoid civilization until you've likely left the territory of the warring Inspired. Any area needing to deal with them probably won't be too happy to see yet another Inspired.
    [X] Turn around and leave. As much as you like the idea of thwarting two fools misusing their gifts, there's no denying that a battlefield is inherently dangerous. The clockwork might not be much of a threat, but the people? They could be problems.
    -[x] Search for a town or city. Surely even these Inspired aren't stupid enough to stifle trade, right? You should have enough money to buy enough parts for a few small inventions.
 
That being said, I'm locking the vote. RL is proving to be a bit busy and WOTC is distracting me, so it may take me a while to get the next update out all the way, but I did start on it. For peace of mind, I will say that this isn't a tarp trap.
WOTC is really good. So I can understand the distraction. I got all the DLC, too, so that means I get to enjoy handling the Alien Rulers. Yay. Well, at least I didn't integrate the DLC, so I can ignore the first missions as long as I like.

Of course, I also decided to upgrade my gaming rig, which turned into 'get the parts to build a new one, and pass the old one down to my brother'. And we're taking our time assembling it. So I've played less than I would like to.
 
WOTC is really good. So I can understand the distraction. I got all the DLC, too, so that means I get to enjoy handling the Alien Rulers. Yay. Well, at least I didn't integrate the DLC, so I can ignore the first missions as long as I like.

Of course, I also decided to upgrade my gaming rig, which turned into 'get the parts to build a new one, and pass the old one down to my brother'. And we're taking our time assembling it. So I've played less than I would like to.
And you've just reminded me of my own agonizing over whether to integrate the DLC on my last run before my computer died. I never got to the alien ruler mission before I put the game aside before WOTC came out, and now I have the dilemma of not integrating and experiencing that, or integrating and seeing the new way things work (which is probably better balanced).
 
And you've just reminded me of my own agonizing over whether to integrate the DLC on my last run before my computer died. I never got to the alien ruler mission before I put the game aside before WOTC came out, and now I have the dilemma of not integrating and experiencing that, or integrating and seeing the new way things work (which is probably better balanced).
Uh...I was referring to a specific option which WOTC added. Basically, it removes the initial mission(s) from at least the Alien Hunters stuff, if not both it and Shen's Last Gift. This is due to the new mission Lost and Abandoned. Three major missions early in the game would be a pain in the butt, given the new mechanics. Instead, the Alien Rulers show up at some specific mission type (Avatar facility raids, I think?), and I have no idea how the Shen's LG stuff works. You can look it up yourself.

That said, you can put off the DLC missions indefinitely by default, which I'm currently doing. Probably gonna do them soonish, but not in-a-row. Also, the Alien Rulers aren't quite as monstrously BS in WOTC. So there's that, too.

Speaking of walking misuses of science, I did have an interesting thought: what if the similar guns are due to some Inspired setting themselves up as an arms dealer? That could explain the sh*tty mechs, too.
 
So... what's WOTC? 'Cause I don't get the impression y'all are talking about Wizards of the Coast.
 
Uh...I was referring to a specific option which WOTC added. Basically, it removes the initial mission(s) from at least the Alien Hunters stuff, if not both it and Shen's Last Gift. This is due to the new mission Lost and Abandoned. Three major missions early in the game would be a pain in the butt, given the new mechanics. Instead, the Alien Rulers show up at some specific mission type (Avatar facility raids, I think?), and I have no idea how the Shen's LG stuff works. You can look it up yourself.

That said, you can put off the DLC missions indefinitely by default, which I'm currently doing. Probably gonna do them soonish, but not in-a-row. Also, the Alien Rulers aren't quite as monstrously BS in WOTC. So there's that, too.

Speaking of walking misuses of science, I did have an interesting thought: what if the similar guns are due to some Inspired setting themselves up as an arms dealer? That could explain the sh*tty mechs, too.
Yes, that is precisely what I am talking about. I know what the differences are, I just don't know which way I want to do it. Anyways, lets avoid a longer derailment.
 
Yeah... Never played XCOM2 after buying the Alien Rulers DLC until I just bought the WotC expansion... Doing my first run through of that and... Well... Alien Rulers are just annoying, not scary. At least, the Viper is. I mean, when you fight him and you cause him to run away within three turns, whilst also fighting basically every enemy on the map (Because I'd held off my ambush until I'd gotten a shot at the Alien Ruler as well... which just so happened to mean all the other guys walked into view range of my soldiers as the turn ended...)... They just don't seem as dangerous.

Okay, I was kinda panicking because I'd let two facilities get built and Avatar Progress was 2 points from me losing when I attacked that facility due to how long I waited before attacking, but taking down that facility.. and two covert ops 'Avatar Project Sabotage' missions that month nicely reduced that problem.

But yeah. Haven't met the other Rulers yet, but that one's just not scary. The fact he continuously locked down two of my soldiers with the frostbite AoE was annoying as they were two of my best, but enough damage was being done it wasn't a real problem. Which was proven with how quickly and damage-free he died the next time I bumped into him... Might help though that those regions were the Hunter Chosen, and frankly? He's... just too easy to hurt for me to really feel threatened by. I mean, only time I feel threatened is when he spawns on a tunnel map. FUCK engaging him where I can't shoot at him from long range and spread out, that goddamn daze grenade... and he's a sniper ironically enough.

The Assassin was the scariest. Because she turns invisible, and her original random strength was immunity to explosions this time (!!!!!)... The thing used to 'violently' reveal targets... Fortunately, she's dead now... Not looking forward to playing on harder difficulties admittedly, and definitely not looking forward to playing XCOM 2 Original with the DLCs if WotC makes things so much easier...

Also, anyone else really happy about how the WotC Resistance Haven Attacks play out now? Because I just love those NPC soldiers on them. I mean, one mission they killed the Chosen for me, with me only getting in a single attack on him first... Which is still utterly hilarious...


Now, back on topic... Anyone else looking forward to seeing how our Stubborn/Redundant Design combined trait works out when the Character sheet finally gets filled out? I mean, Stubborn seems to be More Advanced, More Durable, More Costly, Slower to Create, Louder to Create whilst Redundant is Less Maintenance, Harder to Disable, Fewer Catastrophic Failures, Can Repeat Projects, Creations Bulkier, Heavier and contain more Components...

To me, it seems like it'll be something of Creations are larger, more advanced and more costly to produce... But you can repeat them with some difficulty maybe? Also, they're really hard to damage, and even harder for something going wrong to prevent them working. On the other hand, that means the creation process tends to... demonstrate that fact.

But yeah... We're definitely going to need to make resource collection a priority, and automate it as much as possible... Because we're going to be consuming them like mad.
 
To be specific, the Alien Rulers originally got extra turns for pretty much everything you did. Reloading, activating Wraith mode, overwatch, grappling, moving, attacking, the works. So, with a squad of six troops, they'd get twelve or more actions per your turn, assuming everyone did things. They were apparently so hellish that you were pretty much forced to field counters to them, so long as they were still around. This was tweaked to just attacks and moves in WOTC, making them much less keyboard-smashingly frustrating.

That said, apparently DoT effects would originally wreck their sh*t, since the damage would trigger on every extra action they got, without losing duration. And paralyzing status effects would work fairly well on them, as well. Basically, you could handle them reasonably well if you knew what you were doing, but if you didn't, the odds were good you'd take massive casualties.The issue was more that they were originally 'the game is cheating' sort of difficulty, rather than 'the game is legitimately challenging' sort of difficulty.

Overall, I think the Chosen are the Alien Rulers done right. Well, minus the ability to skin them and wear them as a suit. I do like that aspect of the Alien Rulers. But I mostly only got the DLC because it was effectively free with Shen's Last Gift, and because of the plot connections to Xcom: EU.
Now, back on topic... Anyone else looking forward to seeing how our Stubborn/Redundant Design combined trait works out when the Character sheet finally gets filled out? I mean, Stubborn seems to be More Advanced, More Durable, More Costly, Slower to Create, Louder to Create whilst Redundant is Less Maintenance, Harder to Disable, Fewer Catastrophic Failures, Can Repeat Projects, Creations Bulkier, Heavier and contain more Components...

To me, it seems like it'll be something of Creations are larger, more advanced and more costly to produce... But you can repeat them with some difficulty maybe? Also, they're really hard to damage, and even harder for something going wrong to prevent them working. On the other hand, that means the creation process tends to... demonstrate that fact.

But yeah... We're definitely going to need to make resource collection a priority, and automate it as much as possible... Because we're going to be consuming them like mad.
I mean, I generally figure any sort of mad-scientist type is going to consume a lot of parts. It's typically a safe bet. So yeah, logistics is going be important, in this quest.
 
Chapter 1.1: Reflection
Happy New Year, everyone! My usual beta reader(s) are busy ATM, so there may be more mistakes than usual. :oops:


[X] Let your gift start the Surge and start making your way down. Nothing ventured, nothing gained.

You glance around yourself and start the slow process of traveling down the hill. Your clothing was a lost cause anyway.

"Go ahead. The sooner we break the streak of unfinished projects, the sooner I can start thinking of improvements to whatever we build."

Inspired Mechanics.

You pause and tightly grip a convenient branch. If thinking about the causes of your very first Surge will help your gift start one now, you don't see any reason to object. You're rather proud of the circumstances behind your awakening anyway.

Most Inspired become such soon after seeing the works of an existing Inspired. The invention leading to your own awakening did not fit that criteria. A perfectly ordinary man was responsible for the concept, implementation, and propagation. In modern days, it could be found atop nearly every home and had saved countless from fiery destruction. Inspired requiring a massive, short surge of power for some project or another will cheerfully improve upon the design, but the original invention remains in widespread use.

Your parents took lightning rods for granted. They didn't seem to appreciate how one man — one who didn't know what he was doing, wasn't certain the idea would work, had no light to guide him — managed to create a simple object capable of sidestepping the wrath of heaven.

Lightning rods don't need internal power sources. They don't rely on some complex system of gears, cogs, and steam. They don't even require exotic materials. They just quietly allow humans to build close to the skies without fear of fiery destruction.

Their creator didn't stubbornly hold on to the knowledge granted from a Surge for future use. He wasn't trying to crush any rivals. He guessed, performed experiments to verify his guesses, and slowly dragged the total sum of human knowledge ever higher. Nobody seemed to understand how impressive it was for an uninspired to create something now used by the entire civilized world. Too many ordinary humans are discouraged and allow the rare communicative Inspired do all the work; the fact that he rejected his own inevitable jealousy and sought knowledge anyway? You'll always respect that.

You can't remember what you tried to create for your first Surge. But right now? You don't think that actually matters. You have ideas.



Use preference voting: 1, 2, 3, 4, and 5, where lower numbers mean you prefer that option over the alternatives.

[] Undergrowth
(Clockwork, Self-Powering, Automated, Limited Self-Expansion?, Modular)

A burrowing clockwork seed capable of rapidly building metal tendrils and extending them into the surrounding area. Once it's expanded far enough, it will reach aboveground and wrap around anything that's recently moved. Hopefully, you'll have enough time to improve the design and prevent it from targeting you.

You don't believe it'll actually need metal to function. Tendrils will go inert when the central seed is reclaimed, but reattaching it should reactivate them without any problems.


[] Biggest Voice
(Clockwork, Crystal, ?, Precise, Personal, Worn, Adjustable)

A device intended to wrap around most of your throat and shoulders, 'Biggest Voice' should let you speak at volumes and pitches humanity was not designed for. And sound types, for that matter; you'll be perfectly capable of producing shouts capable of damaging steel in a wide cone in front of you.

You'll need to change modes and volume manually; it won't automatically "know" when you want to speak normally and when you want to shout.

Biggest Voice will only work for you. If other people try to use it, the resulting dissonance will be heavily damaging or even outright fatal. Assuming they can even fit it around their necks, that is.


[] Bigger Gun
(Clockwork, Steam, Accurate, Self-Arming, Wielded, Modular)

It's closer to a miniature cannon than an actual gun, really. Although it has room for improvements, this relatively simple weapon is intended to simply propel explosive shells at speeds fast enough to make the very air scream. Or that might just be from the way the ammunition is shaped. You're not sure which.

It shouldn't be too hard to install a fabricator capable of making bullets from whatever materials you have on hand. You can't promise shells made from certain materials will be especially explosive, though.


[] Skybreaker
(Clockwork, Electric, ?, Crystal, Artillery, Accurate?, Wielded, Adjustable)

A staff capable of opening tears in the fabric of reality. Temporary ones, true, but that wouldn't stop them from being exceptionally useful. Rifts could be created in linked pairs, allowing for rapid travel between them, or as independent portals to the all-devouring void. The larger an independent portal is, the easier it will be for the void to drag loose matter toward itself.

Speaking of which, doesn't that mean even a small one would eat all mosquitoes nearby? It does, doesn't it? Excellent.

Rifts are stationary once opened. They cannot be opened inside solid matter; if a tear tries to travel through such an object, it will either go around or expand further in the opposite direction instead. You're yet not sure which.

You'll need to figure out a good control system for it, but you think the Skybreaker should have a maximum range of one or two kilometers. You don't think it'll have a limit on rift size aside from range and the power needed to open one. You're not sure about duration, but they shouldn't last for more than a few minutes at the very most.


[] Insubordinator
(Clockwork, Automaton, Series, Versatile)

A set of small Clockwork intended to be thrown into the exposed machinery of a significantly larger automated Clockwork. Once inside, an Insubordinator will adjust the controls of its target, forcing it to target and attack any Clockwork not built by its mistress.

Insubordinators will return to you once they've suborned their target. They have a difficult time affecting manually-controlled clockwork devices; when thrown at one, they'll usually just disable it before returning.
 
Last edited:
[1] Skybreaker
(Clockwork, Electric, ?, Crystal, Artillery, Accurate?, Wielded, Adjustable)
[2] Undergrowth
(Clockwork, Self-Powering, Automated, Limited Self-Expansion?, Modular)
[3] Insubordinator
(Clockwork, Automaton, Series, Versatile)



I just like this one. I dislike the "Bigger X" ones.
 
Last edited:
[1] Skybreaker
(Clockwork, Electric, ?, Crystal, Artillery, Accurate?, Wielded, Adjustable)
[2] Undergrowth
(Clockwork, Self-Powering, Automated, Limited Self-Expansion?, Modular)
[3] Insubordinator
(Clockwork, Automaton, Series, Versatile)
 
Last edited:
[1] Skybreaker
[2] Undergrowth
[3] Insubordinator

Skybreaker: Weapom, Transport and Shield in single device.
 
Last edited:
[1] Undergrowth
(Clockwork, Self-Powering, Automated, Limited Self-Expansion?, Modular)

[2] Biggest Voice
(Clockwork, Crystal, ?, Precise, Personal, Worn, Adjustable)

[3] Insubordinator
(Clockwork, Automaton, Series, Versatile)

[4] Bigger Gun
(Clockwork, Steam, Accurate, Self-Arming, Wielded, Modular)

[5] Skybreaker
(Clockwork, Electric, ?, Crystal, Artillery, Accurate?, Wielded, Adjustable)

I like Undergrowth the best since it seems very useful to estable a safe area/base, which is something we very much need.
I also like how it's capable of limited self-expansion, somewhat wondering how far we can upgrade that later.
 
[2] Undergrowth
(Clockwork, Self-Powering, Automated, Limited Self-Expansion?, Modular)
[4] Biggest Voice
(Clockwork, Crystal, ?, Precise, Personal, Worn, Adjustable)
[3] Bigger Gun
(Clockwork, Steam, Accurate, Self-Arming, Wielded, Modular)
[1] Skybreaker
(Clockwork, Electric, ?, Crystal, Artillery, Accurate?, Wielded, Adjustable)
[5] Insubordinator
(Clockwork, Automaton, Series, Versatile)
 
[2] Undergrowth
[5] Biggest Voice
[3] Bigger Gun
[1] Skybreaker
[4] Insubordinator
 
Back
Top