Difference between revisions of "Alien movement patterns"

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== Guards ==
 
== Guards ==
There's a safe method to dealing with almost every UFO. Several of them have alien 'guards' that do not move from their spot until you 'trigger' them somehow, either by walking through a door or standing at certain locations in the UFO. For example: The [[large scout]] has one nasty one. When approaching the bridge of the large scout, head to the left passage (your soldier's relative left), rather than the more obvious one to the right - where you often get killed instantly the moment you step through that door. Wait at the corner just before the left door and the alien will start moving towards you. By the next turn it should be in the room just beyond -- exhausted and unable to fight back. The other UFOs may require bigger weaponry to deal with these 'guards'. [NKF]
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There's a safe method to dealing with almost every UFO. Several of them have alien 'guards' that do not move from their spot until you 'trigger' them somehow, either by walking through a door or standing at certain locations in the UFO. For example: The [[Large Scout]] has one nasty one. When approaching the bridge of the large scout, head to the left passage (your soldier's relative left), rather than the more obvious one to the right - where you often get killed instantly the moment you step through that door. Wait at the corner just before the left door and the alien will start moving towards you. By the next turn it should be in the room just beyond -- exhausted and unable to fight back. The other UFOs may require bigger weaponry to deal with these 'guards'. [NKF]

Revision as of 19:15, 9 May 2006

Closely linked to Spawn Points are the Alien movement patterns. Although the maps are randomly generated, each section (especially ones with doorways) have patrol points defined. Aliens on patrol will follow a pattern through these points until they spot the enemy (you). Then the aggression formula takes over.

Guards

There's a safe method to dealing with almost every UFO. Several of them have alien 'guards' that do not move from their spot until you 'trigger' them somehow, either by walking through a door or standing at certain locations in the UFO. For example: The Large Scout has one nasty one. When approaching the bridge of the large scout, head to the left passage (your soldier's relative left), rather than the more obvious one to the right - where you often get killed instantly the moment you step through that door. Wait at the corner just before the left door and the alien will start moving towards you. By the next turn it should be in the room just beyond -- exhausted and unable to fight back. The other UFOs may require bigger weaponry to deal with these 'guards'. [NKF]