Difference between revisions of "Alien Deployment (Long War)"

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== Geoscape ==
 
== Geoscape ==
  
Aliens begin the invasion by taking over a target country to establish a base of operations, choosing a random continent that is not the same as the players starting continent and then choosing a random country in said continent.  At some point in March of the first year, the chosen country will inexplicably leave XCOM, seemingly without warning; in reality, the aliens launched a large-scale operation called an [[Infiltration]] mission in which they capture and controlled the local leadership, setting up a [[Base]] to project their influence and coordinate operations.  To prevent further Infiltration missions, XCOM will have to maintain a constant pressure over the aliens in the coming months, denying the aliens success in their ground and air operations so that they view XCOM as a more important threat [[Threat_(Long_War)|Threat]], or denying and starving the aliens of [[Alien_Resources_(Long_War)|Resources]]; either is sufficient to prevent aliens from capturing countries instantly, though XCOM will still have to deal with the spread of [[Panic_(Long_War)|panic]] which, if allowed to reach critical levels, provides aliens with a window to capture countries smoothly and easily without the use of the relatively expensive Infiltration mission.
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Aliens begin the invasion by taking over a target country to establish a base of operations, choosing a random continent that is not the same as the players starting continent and then choosing a random country in said continent.  At some point in March of the first year, the chosen country will inexplicably leave XCOM, seemingly without warning; in reality, the aliens launched a large-scale operation called an [[Alien_Missions_(Long_War)#Infiltrate|Infiltration]] mission in which they capture and controlled the local leadership, setting up a [[Alien_Deployment_(Long_War)#Alien_Bases|Base]] to project their influence and coordinate operations.  To prevent further Infiltration missions, XCOM will have to maintain a constant pressure over the aliens in the coming months, denying the aliens success in their ground and air operations so that they view XCOM as a more important [[Threat_(Long_War)|Threat]], or denying and starving the aliens of [[Alien_Resources_(Long_War)|Resources]]; either is sufficient to prevent aliens from capturing countries instantly, though XCOM will still have to deal with the spread of [[Panic_(Long_War)|panic]] which, if allowed to reach critical levels, provides aliens with a window to capture countries smoothly and easily without the use of the relatively expensive Infiltration mission.
  
=== Missions and Strategy ===
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=== Air Operations ===
  
 
The aliens conduct various [[Alien_Missions_(Long_War)|UFO missions]] in the air to achieve their nefarious ends and support their invasion effort.  Missions are planned monthly, at the start of the [[Alien_Deployment_(Long_War)#Deployment_&_iMonths|month]], and take into consideration [[Alien_Resources_(Long_War)|Alien Resources]] and the [[Threat_(Long_War)|Threat Level]] the aliens perceive XCOM to represent.  Damaging, shooting down, destroying and/or raiding UFOs is one of few means of denying & depriving the aliens of resources; ironically, doing so also increases threat, so XCOM always finds itself caught between protecting countries from a surge in alien resources and protecting itself from a surge in perceived threat.
 
The aliens conduct various [[Alien_Missions_(Long_War)|UFO missions]] in the air to achieve their nefarious ends and support their invasion effort.  Missions are planned monthly, at the start of the [[Alien_Deployment_(Long_War)#Deployment_&_iMonths|month]], and take into consideration [[Alien_Resources_(Long_War)|Alien Resources]] and the [[Threat_(Long_War)|Threat Level]] the aliens perceive XCOM to represent.  Damaging, shooting down, destroying and/or raiding UFOs is one of few means of denying & depriving the aliens of resources; ironically, doing so also increases threat, so XCOM always finds itself caught between protecting countries from a surge in alien resources and protecting itself from a surge in perceived threat.
  
The Aliens primary strategy is to invade and take over the globe; they perform this by capturing countries, focusing on those adjacent to their existing holdings first before expanding outward to other continents.  [[Alien_Missions_(Long_War)#Bomb|Bombing runs]] and [[Alien_Missions_(Long_War)#Terrorize_Populace|Terror missions]] are used to spread [[Panic_(Long_War)|Panic]] to targeted countries to allow the aliens a window to infiltrate and control the local leadership and then install a [[Missions_(Long_War)#Alien_Base_Assault|base]], though with enough [[Alien_Resources_(Long_War)|resources]] the aliens will attempt [[Alien_Missions_(Long_War)#Infiltrate|Infiltration missions]] to capture countries directly regardless of panic levels.  Any XCOM country that withdraws from the council has been captured by the aliens in one manner or another, and currently contains a base.  The withdrawal itself denies XCOM their funding & country/continent bonuses (though the bonuses granted by ones starting country remain in effect), while the bases installed provide other benefits to the aliens, including a steady supply of [[Alien_Research_(Long_War)|research]] and [[Alien_Resources_(Long_War)|resources]].  XCOM can return the country to the council by destroying these [[Missions_(Long_War)#Alien_Base_Assault|bases]], though locating them requires progressing far enough through the main plot and installing a satellite over the target country.  If all council nations leave the XCOM project, XCOM is finished and the aliens win.
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The Aliens primary strategy is to invade and take over the globe; they perform this by capturing countries, focusing on those adjacent to their existing holdings first before expanding outward to other continents.  [[Alien_Missions_(Long_War)#Bomb|Bombing runs]] and [[Alien_Missions_(Long_War)#Terrorize_Populace|Terror missions]] are used to spread [[Panic_(Long_War)|Panic]] to targeted countries to allow the aliens a window to infiltrate and control the local leadership and then install a [[Alien_Deployment_(Long_War)#Alien_Bases|base]]; with enough [[Alien_Resources_(Long_War)|resources]], however, the aliens will attempt [[Alien_Missions_(Long_War)#Infiltrate|Infiltration missions]] to capture countries directly regardless of panic levels.
  
 
The aliens will attempt to [[Alien_Missions_(Long_War)#Scout|Scout]] out and then [[Alien_Missions_(Long_War)#Hunt|Hunt]] down satellites to deny XCOM their primary means of engaging satellites, focusing first on protecting their own bases from being raided before striking at XCOM-controlled airspace to deny XCOM air superiority.  The Aliens' available intelligence on XCOM satellites is abstracted somewhat: they will spend their monthly [[Alien_Missions_(Long_War)#Hunt|Hunt]] missions - representing satellites they've located through other means - to strike at XCOM satellites directly; conversely, they'll spend their monthly [[Alien_Missions_(Long_War)#Scout|Scout]] missions - representing satellites that have in some way eluded their notice - to try and locate satellites, spawning an additional [[Alien_Missions_(Long_War)#Hunt|Hunt]] mission over and above their monthly supply if the mission is successful.
 
The aliens will attempt to [[Alien_Missions_(Long_War)#Scout|Scout]] out and then [[Alien_Missions_(Long_War)#Hunt|Hunt]] down satellites to deny XCOM their primary means of engaging satellites, focusing first on protecting their own bases from being raided before striking at XCOM-controlled airspace to deny XCOM air superiority.  The Aliens' available intelligence on XCOM satellites is abstracted somewhat: they will spend their monthly [[Alien_Missions_(Long_War)#Hunt|Hunt]] missions - representing satellites they've located through other means - to strike at XCOM satellites directly; conversely, they'll spend their monthly [[Alien_Missions_(Long_War)#Scout|Scout]] missions - representing satellites that have in some way eluded their notice - to try and locate satellites, spawning an additional [[Alien_Missions_(Long_War)#Hunt|Hunt]] mission over and above their monthly supply if the mission is successful.
  
If the aliens consider XCOM a large enough threat, they will begin to focus their efforts on [[Alien_Missions_(Long_War)#Retaliate|sabotaging XCOM operations directly]].  Above-average resources and threat is sufficient grounds to get them to send a ground team after your [[Missions_(Long_War)#XCOM_Air_Base_Defense|Interceptor Bases]], though they'll only start doing so once XCOM has built it's first [[Firestorm]].  They'll even initiate an [[Missions_(Long_War)#XCOM_Base_Defense|assault on XCOM Headquarters]] directly, though this requires a few months of maximum threat and resources to get the aliens to take such drastic measures.  High threat will also increase the likelihood that the aliens will attempt to [[trap]] XCOM ground forces by sending a larger contingent of aliens to a given [[landed UFO]] than normal, though keep in mind that only UFOs that have successfully landed can be traps.
+
If the aliens consider XCOM a large enough threat, they will begin to focus their efforts on [[Alien_Missions_(Long_War)#Retaliate|sabotaging XCOM operations directly]].  Above-average resources and threat is sufficient grounds to get them to send a ground team after your [[Missions_(Long_War)#XCOM_Air_Base_Defense|Interceptor Bases]], though they'll only start doing so once XCOM has built it's first [[Firestorm]].  They'll even initiate an [[Missions_(Long_War)#XCOM_Base_Defense|assault on XCOM Headquarters]] directly, though this requires a few months of maximum threat and resources to get the aliens to take such drastic & costly measures.  High threat will also increase the likelihood that the aliens will attempt to [[trap]] XCOM ground forces by sending a larger contingent of aliens to a given [[landed UFO]] than normal, though keep in mind that only UFOs that have successfully landed can be traps.
  
 
The aliens also run various missions across the globe to support their invasion efforts: [[Alien_Missions_(Long_War)#Research|Research]] missions to give their [[UFOs_(Long_War)|air]] and [[Alien_Life_Forms_(Long_War)|ground]] forces a numerical edge in combat and [[Alien_Missions_(Long_War)#Harvest|Harvest]] missions to increase their supply of [[Alien_Resources_(Long_War)|Resources]] so that they can field more missions and more powerful UFOs.  Denying the aliens the ability to do either helps in the long term, though the need to respond is not as dire as it is for other missions.  On top of that, at high enough threat, the aliens will often try to avoid XCOM-controlled countries when harvesting resources, though being forced to choose less optimal sites reduces the return.  Lastly, aliens will also conduct [[Alien_Missions_(Long_War)#Abduction|Abduction]] missions - for nebulous and mysterious reasons that may tie in with their overall purpose for invasions.  Abduction missions don't particularly help the aliens or hurt XCOM, though failing to respond to them will still spread panic.
 
The aliens also run various missions across the globe to support their invasion efforts: [[Alien_Missions_(Long_War)#Research|Research]] missions to give their [[UFOs_(Long_War)|air]] and [[Alien_Life_Forms_(Long_War)|ground]] forces a numerical edge in combat and [[Alien_Missions_(Long_War)#Harvest|Harvest]] missions to increase their supply of [[Alien_Resources_(Long_War)|Resources]] so that they can field more missions and more powerful UFOs.  Denying the aliens the ability to do either helps in the long term, though the need to respond is not as dire as it is for other missions.  On top of that, at high enough threat, the aliens will often try to avoid XCOM-controlled countries when harvesting resources, though being forced to choose less optimal sites reduces the return.  Lastly, aliens will also conduct [[Alien_Missions_(Long_War)#Abduction|Abduction]] missions - for nebulous and mysterious reasons that may tie in with their overall purpose for invasions.  Abduction missions don't particularly help the aliens or hurt XCOM, though failing to respond to them will still spread panic.
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=== Alien Bases ===
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As the aliens expand their coverage over the globe, they install '''Bases''' to exert pressure and control over the local government (likely via [[psionics]]).  Where XCOM fails to present itself as an adequate [[Threat_(Long_War)|threat]] and given a surge in [[Alien_Resources_(Long_War)|resources]], the aliens will [[Alien_Missions_(Long_War)#Infiltrate|capture]] target countries directly with a large scale military operation; that said, a country too busy managing it's own [[Panic_(Long_War)#Country_Defection|panicking]] citizens due to unchecked alien activity will effectively hand itself over on a silver platter.  Regardless of the method, the country will withdraw from the council, and soon an '''Alien Base''' will be constructed on the target country to cement their foothold.
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'''Alien Bases''' provide aliens with a selection of benefits:
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#They exert control over a target country, preventing it from returning to the XCOM project while the base is intact.  Captures countries will no longer provide XCOM [[The_Council_(Long_War)#Funding|funding]] & will not make [[requests]] to the council; as a consequence, XCOMs means of acquiring additional income & personnel is disrupted.  Finally, XCOM will be deprived of any country & continent bonuses associated with the given country, though XCOMs starting country bonus will not be removed.
 +
#They provide the aliens a monthly supply of [[Alien_Research_(Long_War)|Bonus Research]], which steadily increases the capabilities of their air and ground forces.  More research means more [[Alien_Life_Forms_(Long_War)|enemy types]] and higher-leveled enemies, as well as more powerful [[UFOs_(Long_War)|UFOs]].
 +
#They provide the aliens with a steady supply of [[Alien_Resources_(Long_War)|Resources]], which allows them to run more dangerous [[Alien_Missions_(Long_War)|air operations]] more frequently & using more powerful [[UFOs_(Long_War)|UFOs]].
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 +
XCOM can return the country to the council by [[Missions_(Long_War)#Alien_Base_Assault|successfully assaulting]] the base, though locating them requires progressing far enough through the main plot and installing a satellite over the target country.
  
 
=== Deployment & iMonths ===
 
=== Deployment & iMonths ===
  
Aliens measure months as a fixed 28 days, referred to in the games code as '''iMonths'''.  This, obviously, does not correspond with the way humans measure months, but of course there's no reason to believe aliens would! Typically, anything dependent on time scales on a similar 28 day rotation. The following chart indicates the start of each iMonth as it corresponds with [[Gregorian calendar]] dates; as the chart indicates, a little more than thirteen iMonths pass each calendar year.
+
Aliens measure months as a fixed 28 days, referred to in the games code as '''iMonths'''.  This, obviously, does not correspond with the way humans measure months, but of course there's no reason to believe aliens would!  The following chart indicates the start of each iMonth as it corresponds with Gregorian calendar dates; as the chart indicates, a little more than thirteen iMonths pass each calendar year.
  
 
{| class="wikitable"
 
{| class="wikitable"

Revision as of 22:22, 18 May 2016

Long War Main Page

Battlescape

Similar to vanilla, aliens tend to deploy in tiers, with new aliens being unlocked as time progresses. In addition, aliens will gain substantial bonuses from research, adding health, aim, DR and mobility increases in addition to new perks. Month One will be dominated by Sectoids and Drones, with Thin Men making appearances for Council missions. Month Two adds Floaters, Seekers and random pods of Thin Men to the mix, and is when Terror Missions featuring Chryssalids are first introduced. Be warned, on higher difficulties Floaters and Thin Men show at the end of March.

In May, 2016 EXALT come to the fray, as constant thorn in the side of Xcom, and will likely see the late introduction of Mutons. Following Mutons are Cyberdiscs and Mechtoids, adding a substantial mech element to the mix. Be sure to have HEAT weaponry available by the time these missions spawn, as mech DR is no laughing matter. Berserkers, Muton Elites, and Heavy Floaters follow slowly, with Sectopods and Ethereals making appearances in the late, late game.

Pod counts increase over time, though some rounds can contain as little as two dependent on alien resources. Pods can often be mixed, but typically always include some form of squad leader, a notably healthier member of the squad who may have a higher count of unique abilities. In the later months pods can also include "bosses", who are larger, can boast over twice as many hit points, and have a plethora of skills. Expect Squad-Sight Thinmen, Giant Drones and Chryssalids, and many other towering terrors. Bosses and squad leaders will also occasionaly come with scouting navigators in addition to the regular led pod.

Another particular feature is the existince of a main pod, usually on UFOs and usually the one containing Outsiders. Once triggered all remaining pods will be alarmed and drawn to the location of the main pod. This main be a good way to set up ambushes as well as a sure way to experience a squad wipe if you are not ready for 3+ pods zoning in on your position.

Geoscape

Aliens begin the invasion by taking over a target country to establish a base of operations, choosing a random continent that is not the same as the players starting continent and then choosing a random country in said continent. At some point in March of the first year, the chosen country will inexplicably leave XCOM, seemingly without warning; in reality, the aliens launched a large-scale operation called an Infiltration mission in which they capture and controlled the local leadership, setting up a Base to project their influence and coordinate operations. To prevent further Infiltration missions, XCOM will have to maintain a constant pressure over the aliens in the coming months, denying the aliens success in their ground and air operations so that they view XCOM as a more important Threat, or denying and starving the aliens of Resources; either is sufficient to prevent aliens from capturing countries instantly, though XCOM will still have to deal with the spread of panic which, if allowed to reach critical levels, provides aliens with a window to capture countries smoothly and easily without the use of the relatively expensive Infiltration mission.

Air Operations

The aliens conduct various UFO missions in the air to achieve their nefarious ends and support their invasion effort. Missions are planned monthly, at the start of the month, and take into consideration Alien Resources and the Threat Level the aliens perceive XCOM to represent. Damaging, shooting down, destroying and/or raiding UFOs is one of few means of denying & depriving the aliens of resources; ironically, doing so also increases threat, so XCOM always finds itself caught between protecting countries from a surge in alien resources and protecting itself from a surge in perceived threat.

The Aliens primary strategy is to invade and take over the globe; they perform this by capturing countries, focusing on those adjacent to their existing holdings first before expanding outward to other continents. Bombing runs and Terror missions are used to spread Panic to targeted countries to allow the aliens a window to infiltrate and control the local leadership and then install a base; with enough resources, however, the aliens will attempt Infiltration missions to capture countries directly regardless of panic levels.

The aliens will attempt to Scout out and then Hunt down satellites to deny XCOM their primary means of engaging satellites, focusing first on protecting their own bases from being raided before striking at XCOM-controlled airspace to deny XCOM air superiority. The Aliens' available intelligence on XCOM satellites is abstracted somewhat: they will spend their monthly Hunt missions - representing satellites they've located through other means - to strike at XCOM satellites directly; conversely, they'll spend their monthly Scout missions - representing satellites that have in some way eluded their notice - to try and locate satellites, spawning an additional Hunt mission over and above their monthly supply if the mission is successful.

If the aliens consider XCOM a large enough threat, they will begin to focus their efforts on sabotaging XCOM operations directly. Above-average resources and threat is sufficient grounds to get them to send a ground team after your Interceptor Bases, though they'll only start doing so once XCOM has built it's first Firestorm. They'll even initiate an assault on XCOM Headquarters directly, though this requires a few months of maximum threat and resources to get the aliens to take such drastic & costly measures. High threat will also increase the likelihood that the aliens will attempt to trap XCOM ground forces by sending a larger contingent of aliens to a given landed UFO than normal, though keep in mind that only UFOs that have successfully landed can be traps.

The aliens also run various missions across the globe to support their invasion efforts: Research missions to give their air and ground forces a numerical edge in combat and Harvest missions to increase their supply of Resources so that they can field more missions and more powerful UFOs. Denying the aliens the ability to do either helps in the long term, though the need to respond is not as dire as it is for other missions. On top of that, at high enough threat, the aliens will often try to avoid XCOM-controlled countries when harvesting resources, though being forced to choose less optimal sites reduces the return. Lastly, aliens will also conduct Abduction missions - for nebulous and mysterious reasons that may tie in with their overall purpose for invasions. Abduction missions don't particularly help the aliens or hurt XCOM, though failing to respond to them will still spread panic.

Alien Bases

As the aliens expand their coverage over the globe, they install Bases to exert pressure and control over the local government (likely via psionics). Where XCOM fails to present itself as an adequate threat and given a surge in resources, the aliens will capture target countries directly with a large scale military operation; that said, a country too busy managing it's own panicking citizens due to unchecked alien activity will effectively hand itself over on a silver platter. Regardless of the method, the country will withdraw from the council, and soon an Alien Base will be constructed on the target country to cement their foothold.

Alien Bases provide aliens with a selection of benefits:

  1. They exert control over a target country, preventing it from returning to the XCOM project while the base is intact. Captures countries will no longer provide XCOM funding & will not make requests to the council; as a consequence, XCOMs means of acquiring additional income & personnel is disrupted. Finally, XCOM will be deprived of any country & continent bonuses associated with the given country, though XCOMs starting country bonus will not be removed.
  2. They provide the aliens a monthly supply of Bonus Research, which steadily increases the capabilities of their air and ground forces. More research means more enemy types and higher-leveled enemies, as well as more powerful UFOs.
  3. They provide the aliens with a steady supply of Resources, which allows them to run more dangerous air operations more frequently & using more powerful UFOs.

XCOM can return the country to the council by successfully assaulting the base, though locating them requires progressing far enough through the main plot and installing a satellite over the target country.

Deployment & iMonths

Aliens measure months as a fixed 28 days, referred to in the games code as iMonths. This, obviously, does not correspond with the way humans measure months, but of course there's no reason to believe aliens would! The following chart indicates the start of each iMonth as it corresponds with Gregorian calendar dates; as the chart indicates, a little more than thirteen iMonths pass each calendar year.

iMonth In-game Date
0 03.01.16
1 03.29.16
2 04.26.16
3 05.24.16
4 06.21.16
5 07.19.16
6 08.16.16
7 09.13.16
8 10.11.16
9 11.08.16
10 12.06.16
11 01.03.17
12 01.31.17
13 02.28.17

See also

Head red 2.png Long War: Aliens 
Aliens

Alien Life FormsAlien MissionsAlien DeploymentAlien ArtifactsAlien ResearchAlien ResourcesUFOsXCOM Threat