Talk:Relations (Apocalypse)

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Revision as of 14:42, 17 April 2008 by Zaimoni (talk | contribs)
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thinking of a new page!

listing of editors ppl use. listing of most common edits ppl make to their game (any Xcom game, not just apoc.)

just a quickie: Swap the ownership of Megapol flyers to Xcom owned, start a bombing run on the gang slums. Save game, then swap ownership back to Megapol before the cars actually starting attacking the structures.

(now give megapol an Annihilator... muhahahah!)

I've seen megapol hit pyske a few times.

- (name here)


The truth of the matter is that the relationships are dynamic and subject to change (wildly) as the game progresses. Megapol might start raiding the government for example, or some random company might decide to ally with the Cult.

Say you send a hoverbike to zap a gang base. You'll lose favour with them and their allies. If one of your shots miss and hits some other building you'll annoy it's owners/allies as well. You'll gain favour with everyone who hates those you attack.

Of course too many shots fired at a structure calls out the guards and their hits/misses will likewise mess with their relationships around the city.

But these rules apply to everyone else as well, 'cause you're not the only one who can initiate attacks. While direct building assaults aren't all that common, Megapol police vehicles are forever shooting down hovercars they don't like.

(Note that you can stop infiltration attempts by blasting cars belonging to alien affected groups).

Because the gang members attack each other all too often, sooner or later one of them is bound to ally with Megapol (who starts off hating all gangs, so a gang who attacks gangs will gain in their favour).

And Transtellar hates just about everyone who does combat in the city, because it nearly always results in one of their roads/tubes being taken out.

As the relationships get weirder, things only get "worse". Fun to watch though.

Note that you can also make enemies by doing too much damage to a building while cleaning out the aliens. The hydro farms are a good example of this, where one or two well placed shots can bring down a large part of the complex. Toxin ammo helps out a bit by leaving the furniture intact.

- Bomb Bloke 19:42, 27 October 2007 (PDT)

Working Notes -- taking on the relation update algorithm

Some early game examples:

  • 110 from cleaning up the initial alien infestation. Obviously the aliens and Cult of Sirius notice.
    • Government (alien view -51) notices, bumps my rating up by 7
    • Megapol (alien view -45) does not notice.
  • total shootdown of all three small scouts and two alien probes: 400 pts minus property damage (which is all alien-caused!)
    • Transtellar (alien view 15) still thinks less of me (rating falls by 5)

- Zaimoni 9:42, 17 April 2008 (CDT)