Difference between revisions of "Talk:Missions (EU2012)"

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:Once you have all continents but one completely covered, all abduction missions cease.  Note that while abduction missions are allowed, a country with satellite coverage can still be the recipient of an abduction mission. [[User:Arrow Quivershaft|Arrow Quivershaft]] 09:40, 30 October 2012 (EDT)
 
:Once you have all continents but one completely covered, all abduction missions cease.  Note that while abduction missions are allowed, a country with satellite coverage can still be the recipient of an abduction mission. [[User:Arrow Quivershaft|Arrow Quivershaft]] 09:40, 30 October 2012 (EDT)
 +
::The caveat is that a month's missions are chosen by the computer at the start of each month: launching a sattelite on, for example, the 28th of any month will keep Abduction missions from happening next month, and for the rest of the game, for that country (unless a Battleship destroys the sattelite (and you somehow keep it from Withdrawing without launching another sattelite; ie, a well-done Terror Mission elsewhere on that continent)). That's why it's reccomended to save sattelites for just before the Monthly Council Report. If you launch a Sattelite on, say, the 5th, that's -2 Panic, but if it's been chosen for an Abduction, and you choose the other countries, that's a net of '''+1''' Panic for that country. So, like on Impossible mode, if it has 3 or more panic, and gets chosen for an Abduction: let it suffer, and save the sattellite for the end of the month. --[[User:Xuncu|Xuncu]] 02:22, 29 April 2013 (EDT)
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== Bomb reactivation ==
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Never occured to me to test it, as I always kill the dropping Thin Men in the turn after deactivating the bomb: do they really head for it and reactivate it? If they do, what are the mechanics:
 +
*How many turns (3, or however many left when it was deactviated)?
 +
*Can it be deactivated again?
 +
**Do more Thin Men drop when it's deactivated (can you 'farm' it for EXP and Weapon/Fragments)?
 +
*Do all nodes re-activate? Just the ones that were left on? Or none at all?
 +
--[[User:Xuncu|Xuncu]] 02:22, 29 April 2013 (EDT)

Revision as of 08:22, 29 April 2013

Fleshed out the remaining battle types with similar information to the missions that were already described. There are two listed as "Spoiler". I'm not sure if these are placeholders for actual missions or just in case more space was needed. --PixelOrange 08:03, 14 October 2012 (EDT)

It's for the special missions like assaultin the alien base. But we're still deciding on how to manage the spoilers Hobbes 08:38, 14 October 2012 (EDT)
Perhaps a separate page titled "Special Missions", with a spoiler warning next to the link? COL Tatticky 03:40, 15 October 2012 (EDT)
That works, it's really a matter of restricting all content about the game end on those pages. Hobbes 16:32, 15 October 2012 (EDT)

Are missions going the same timing any time? For example on Impossible: Abduction on 5th day, UFO on 12th day, Abduction on 17th and Council on 25th... Some sort of. Or timings and/or order of them is randomized for every game? I think events have some x-z days to trigger and the order they come is constant. As the complex of missions for every month is also static: 2 abductions, 1 council mission and 1 small ufo for 1st month every time (or not?). It needs prooves, that's very important for i/i games (to plan is it possible to get +satellite uplink and launch +3/4 satellites in 1st month). Nite, 22 october 2012

Also, how about to find some information about successful and failed mission's results: panic increase/decrease in target and nearby countries (important) and average salvage?

Salvage is difficult to cover unless you are talking about UFO recovery. We could always link back to the UFO type page to provide a information on salvage. As for panic levels, you do bring up a good point. I know much of this is covered in managing panic, but there are a few mission types that are not always clear. Can you *Not* salvage a UFO and not have it affect panic (I know a particular story UFO being shot down repeatedly & ignored had no effect). ~ Drakalu 13:34, 23 October 2012 (EDT)
I'm playing a Classic Ironman where after I took out the alien base I stopped sending the Skyranger to crashed/landing sites unless they are scout ships - it's pointless to risk casualties with the larger UFOs - none of the countries complain and at the end of month you don't get a penalty for not assaulting crashed UFOs (but for landed you might). Hobbes 10:26, 30 October 2012 (EDT)

abductions

Do abduction stop happening once a country has a satellites over them, the last 1 & 1/2 game month have had no abduction missions, only the odd UFO or council mission. --Ditto51 06:44, 30 October 2012 (EDT)

Once you have all continents but one completely covered, all abduction missions cease. Note that while abduction missions are allowed, a country with satellite coverage can still be the recipient of an abduction mission. Arrow Quivershaft 09:40, 30 October 2012 (EDT)
The caveat is that a month's missions are chosen by the computer at the start of each month: launching a sattelite on, for example, the 28th of any month will keep Abduction missions from happening next month, and for the rest of the game, for that country (unless a Battleship destroys the sattelite (and you somehow keep it from Withdrawing without launching another sattelite; ie, a well-done Terror Mission elsewhere on that continent)). That's why it's reccomended to save sattelites for just before the Monthly Council Report. If you launch a Sattelite on, say, the 5th, that's -2 Panic, but if it's been chosen for an Abduction, and you choose the other countries, that's a net of +1 Panic for that country. So, like on Impossible mode, if it has 3 or more panic, and gets chosen for an Abduction: let it suffer, and save the sattellite for the end of the month. --Xuncu 02:22, 29 April 2013 (EDT)

Bomb reactivation

Never occured to me to test it, as I always kill the dropping Thin Men in the turn after deactivating the bomb: do they really head for it and reactivate it? If they do, what are the mechanics:

  • How many turns (3, or however many left when it was deactviated)?
  • Can it be deactivated again?
    • Do more Thin Men drop when it's deactivated (can you 'farm' it for EXP and Weapon/Fragments)?
  • Do all nodes re-activate? Just the ones that were left on? Or none at all?

--Xuncu 02:22, 29 April 2013 (EDT)