Difference between revisions of "Starting a Mission (Apocalypse)"

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=Starting A Mission=
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'''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.'''
  
Unlike the first two X-COM games, Apocalypse allows the player to initiate tactical missions freely. You can choose to RAID any building or SEARCH it for an alien presence. However, if no aliens are detected during a search, then a tactical mission will not start.
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==Commands==
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Know [[Input_Device_Reference_(Apocalypse)|how to do it]] and not just what to do.
  
==Moving To A Building==
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==Preparation==
You can move an agent(s) to a building by using [[Vehicles_%28Apocalypse%29|vehicles]], or you can let them walk there by using the people tubes. For a detailed method, consult your X-COM Apocalypse game manual.
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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>
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* Kill the meat, [[Cargo_Module_(Apocalypse)|save the metal]] = non explosive weaponry to limit destroying items dropped by the dead and damage to structures.
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*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).
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* Kill em all, [[Tactical_Combat_Missions_(Apocalypse)#Raid|no mercy]] = launchers, ammuntion, high explosives, incendiarys ...and a bad attitude!<br>
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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.
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==Transport==
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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>
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To place agents into vehicles, or to remove... READ the ''fine'' manual!<br>
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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.
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Agents moved to a building via the tube network, or by road, go to the [[Buildings_(Apocalypse)|home cell]].
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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>
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'''Note:''' it is not necessary to move agents off the landed vehicle into the home cell.<br>
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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.
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==Starting==
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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]].
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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.
  
  
==Searching a Building==
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[[Suggestions_for_Equipping_Troops_(Apocalypse)|Next: Equipment Suggestions]]<br>
Searching a building is used to look for aliens. It is automatic once you have initiated it and it won't start a tactical mission unless aliens have been found within the building.
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[[Tactics_(Apocalypse)|Return to Start]]
  
Searching carries two small risks:
 
  
# If you selected too few agents to scan the building expecting not to find anything, your agents may be overwhelmed if aliens are found.
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[[Category: Apocalypse]]
#If there are no alien forces present, X-COM's relations with the corporation will deteriorate slightly due to the search disturbing the peace within the building.
 
 
 
==Raiding A Building==
 
Raiding is used to cause damage to the internal structure of the building, to injure/kill the security forces present and to steal anything you can find. Raiding immediately starts a tactical mission and is a good way train troops - as long as they don't die.
 
 
 
Raiding a corporation and causing damage to the building or its guards will cause it to become more hostile towards X-COM. The corporation's allies will also be angered by X-COM's actions. Openly attacking enemy guards will cause them to instantly become hostile if any of their hit points are lost.
 
 
 
If the aliens are present inside the building when it is raided, there is a very likely chance that they will appear during the raid, forcing you to contend with a mixture of aliens and guards.
 
 
 
==Advanced Search And Raid==
 
* If an organisation is under alien control, searching for aliens does not always start a tactical mission. And, raiding a building will sometimes involve fighting aliens and security forces.
 
* If you are raiding a building and you do not [[Tactics_%28Apocalypse%29#STUN_GRAPPLE_RAIDS|destroy or kill]] anyone, then the corporation does not become hostile. To end this tactical mission, you must retreat the map via the blue exit squares or press ESC. Keep in mind that any form of damage to the building will be noticed, even if you are not responsible.
 
* Multiple raids do not affect a corporation's ability to equip its security forces with weapons. It only angers them more and if you are successful, it gives you something to sell and gives you an increased score at the end of the month.
 
* Only works with air vehicles: Immediately after the completion of a tactical mission, you can click the building again and find that your agents and vehicles are still present at the building. You can do multiple raids before the vehicle actually clears the launch tube.
 
 
 
===Vehicular Attacks===
 
Using vehicles to attack a building before going in for a raid or search does not affect the floor plan of the tactical mission, nor does it affect the potency of its security forces. All it does it anger the corporation and cause it to launch defenders. It also decrease you score at the end of the month due to city damage.
 
 
 
Note: it is possible to flatten a building that you can no longer perform searches or raids. Launch tubes can also be destroyed to prevent ships from landing or taking off. Do not rely on this all the time as some extreme cases allow enemy ships to launch directly off the ground.
 
 
 
=The First Mission=
 
 
 
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 time speed, then it will appear as an Alien Alert and the building will be circled on the overhead map.
 
 
 
Unless you save and reload, there is no way you can guess the location of the first mission. Searching for the site will be counter productive and may cause unneeded hostility between the companies.
 
 
 
The first mission can be troublesome (Brainsuckers!) or it can be extremely easy.
 
 
 
 
 
 
 
===Troublesome===
 
Equip all your agents with any available projectile weapons and spare clips (armour is optional). Place them onto the Valkyrie and go to Alien Alert when it appears. Once it starts, direct your fire onto the Brainsuckers as they approach. 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. Hang onto the pods or hatch them in a controlled manner. You do not have any means of capturing live aliens at this stage, so kill all of the aliens.
 
 
 
===Extremely Easy===
 
Hire one [[Agents_%28Apocalypse%29|Android]], if available. Equip this robot with a weapon. Grenades and armour are optional. Send this one agent to the alien alert. After the mission starts, run around the map and find the brainsuckers. Since your android does not have a brain, brainsuckers pose no threat whatsoever, and since the Anthropods are carrying [[Brainsucker_Launcher|brainsucker launchers]], they cannot harm your agent. Shoot all aliens at point blank range to conserve ammo.
 
 
 
==Warnings About First Mission==
 
*If your score total is higher than 1000 before you start this mission (from raiding), some aliens might carry disruptor guns.
 
*a score above 2500 before you start: aliens can use boomeroids.
 
*score above 8000: devastators, vortex, shields.
 
*above 25000: devastators, entropy, dimension, teleporters, cloak, shields, vortex.
 
 
 
==Slightly Strange==
 
Sometimes, alerts can appear in your own buildings. You can investigate (but not raid) your own buildings as you would any other buildings owned by other organisations.
 
 
 
If aliens are detected, you will initiate a mission. If not, there will be no relation penalty as you are searching your own premises. You also cannot anger yourself by causing damage in your own buildings.
 
 
 
This also applies to any non-base X-COM owned buildings, sich as the X-COM Recyclotorium on the superhuman city map.
 

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
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