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Originally posted by Oldblue153@Jan 12 2006, 01:00 PM
Why so many turns? as i said try it without resetting ....try a nightime terrorist without resetting it once ( Gee Lucky you they NEVER land at night when you play)n see how many turns it takes you to keep your men alive.
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I still do not get why so many turns. I only got to even 99, only once (it went for another hundred), but that was looking for the last alien in a base defence of a large base. I eventually found the alien on the second level of a living quarters section.
Of course, the reason it never takes me nearly 400 turns to clear a night terror mission is that killing the last alien scores enough points and equipment to compensate for any number of losses that still allow for completion of mission. I just recruit another eight aquanauts and hope the next terror mission is after they show up.
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Its not at all like the reset everytime someone dies mode you cant simply run everyone out the door all nicely spread out and then end turn and go oops ok reset and try it different...often you will run for the nearest cover...bringing out 1-2 men.
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To keep with the spirit of the game, I will respond to the disaster by running the survivors back to the transport and clicking the abort button. Sometimes, if I have saved at the start, I might reload and then abort. My problem with reloading is a personal one: you cannot reload during a tactical mission, so you have to abort the mission, select options, and then select "load saved game". I feel that this takes too long, so I seldom bother.
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They might even see an Alien but because of poor positioning they may decide that Gee if I shoot this guy and miss he's looking right at me he'll shoot back n i'm dead meat (I know YOUR soldiers NEVER miss a shot and the Aliens ALWAYS drop when hit) so you have to find a position for another shooter to get him that could take 10-12 turns to bring another guy safely to a point where he could shoot him and so on.
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I find that with aquatoids, you may as well take the shot, as trying to return to cover is almost as likely to draw his fire as missing him. I cannot imagine taking 10-12 turns to get into a firing position. Usually, I employ grenades to attack aliens that are hard to shoot. Skulking around to get a better shot might take three or four turns
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AS I said the games an ENTIRELY different game without using the reset and until you've actually tried it you will NEVER understand how different.
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The funny thing is I have this situation backwards. I do not understand why people reload after every single casualty.