X com enforcer ending relationship

X-COM: Enforcer | Bad Game Hall of Fame

x com enforcer ending relationship

The triangle represents the relationship between two people. .. He may end the relationship and find someone else to play the corresponding. will have less than n edges at the end of the game, and will thus win Avoider claims at least p elements of X per turn and Enforcer claims at least One may wonder about the relationship between a biased Avoider-Enforcer. X-COM: Apocalypse () is the third game in the X-COM series. After the End: The game is set in after the cataclysms that struck the planet earlier. Alliance Meter: You get cheaper goods the higher your relationship is with an.

If you're very, very good, the Senate will decide that you're very cost-efficent and will reduce your weekly funding. One enemy, the Multiworm, splits into 4 very fast, melee-only Hyperworms upon dying, so be careful to not kill one while standing right next to it.

Real-time does change the battlescape phase a lot. To start with, you can fire two guns simultaneously, making it actually useful. There's a bunch of unused images in the game files relating to VIPs, holding cells for human captives, non-researchable projects like capturing a live Overspawn best not think about where you'd keep it!

One noteworthy incomplete weapon is an X-COM built weapon that shoots pink disruptor bolts like the alien weapons. If hacked back into the game via inventory editing or similar means it doesn't do any damage but its victims are immobilized and cannot physically move from the tile they're in.

They can still shoot back, though.

X-COM: Apocalypse - Wikipedia

The start of the game can be a nightmare, particularly when playing in turn based mode. You'll have to deal with a lot of brain suckers since the early game anthropods are almost always armed with brain sucker launchers.

In turn based mode, most of the time the only way to kill brain suckers before it latches on to someone is with reaction shots. The problem is your team full of rookies will have very limited time units and terrible accuracy, meaning most of their shots will miss.

Have fun watching your entire team miss an incoming brain sucker or popper before it latches on to someone or blows your squad to bits. Later game becomes a lot easier as your team gains experience with reaction shots and accuracy. Also brain suckers are encountered less often since later game enemies mostly switch to more conventional weapons.

Factions have a matrix of relationships, and an attack on given faction will cause those who are more hostile to the target to support the attack. If attacking aliens causes relationships to decrease with other corporations, then they like the aliens a bit more than they like X-COM.

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Every Man Has His Price: You can resort to bribery, but it's not generally not worth the bother. Alliances are expensive and some organizations are "destined" to fight each other, so you can't fight the inevitable for long. If MarSec has turned hostile and you really just want to stock up on heavy launchers before you wave goodbye to them for good, it might be worth it as a one-off.

The only organization you should routinely bribe is Transtellar; if you lose them your new agents and scientists won't be able to use taxis to get to base. Sectoid Hybrids and Androids are at best treated as second-class citizens.

Final Boss, New Dimension: The Aliens' goal is take over Mega-Primus as a first step to taking over the world. Your mission is to invade the alien dimension and to destroy their city, one building at the time. Relatively common vehicle type in Apocalypse. The fact that a robots' rights group in Apocalypse would call itself the "Sentient Engine Liberation Front" clearly indicates that they deserve more credit than they're given.

The Cult is a wonderful source of money during the slow days when you have few alien incursions. If the cultists don't want to be persecuted then they shouldn't keep so much valuable loot in their temples. Be careful though, because soon the cultists will start sporting things like rocket launchers and even alien equipment like Boomeroids. The Guards Must Be Crazy: Killing personnel or damaging their property will make that organization angry, but simply stunning their units or stealing items from them strangely does not.

Also, the guards won't open fire unless they already hate you or you provoke them, so if you grab a bunch of stun gear, then raid someone who doesn't hate you, they will never fire back, and you can safely take everything that spawns on the floor without consequence. The Real Time combat mode allows this — oddly, turn-based did not; carrying two guns penalized accuracy and only let you fire one at a time.

Whilst troopers suffer sometimes considerable accuracy penalties for dual-wielding certain large weapons, it's quite feasible to use two autocannons at once if one so chooses. With a bit of tweaking for fully automatic fire and large magazines, you really have to be careful with that Explosive and Incendiary ammo.

Late game, one of the strongest offensive options is to dual-wield Toxiguns, pumping out streams of Toxin C darts at any alien that moves. They have the telltale eye-slant and baldness.

Hybrids are mentally powerful, but physically weak. On Superhuman, you have to regularly raid the Sirius cult and some choice gangs, and have one workshop building stuff to sell.

Otherwise your funding will vanish into thin air. The Sectoids — maybe.

Played straight in the case of Sectoid Hybrids, who will serve you as loyally as any human soldier. Averted; you pay for the collateral damage. The Power Sword, a powerful blade weapon that is enhanced by a Elerium-powered plasma sheath. I Fought the Law and the Law Won: Some organizations can make winning the game very difficult if they become hostile, such as Transtellar mass transit suddenly refusing to transport new hires to your base, MegaPol the police or MarSec old X-COM colony gone "security" company attacking your craft on sight and refusing to sell you any weapons.

Another reason for not making enemies out of everyone is that you'll be tormented with frequent base invasions if you annoy someone too much.

X-COM: Apocalypse (Video Game) - TV Tropes

This invariably results in the death of a few of your unarmed and unarmoured scientists, as well as being extremely irritating. What this boils down to is: Keep manufacturing equipment with the best profitability margins with your engineers for cash flow; keep raiding companies you don't like for equipment, while making your troops dualwield Devastator cannons and sweeping fire across their maps in real-time combat to make them so poor they cannot afford to raid you You can theoretically level the entire city except for Transtellar Leveling entire city blocks will turn the senate against you, which results in an automatic game over.

The androids are strong, tough, fast, very hard to tire out, almost impossible to make panic, and completely and utterly immune to two potentially devastating forms of attack; Brainsuckers, and Mind Control.

Early and late-game, they make very dependable soldiers- but the price for this dependability is glacial stat-growth so slow that most players will insist they have no stat growth at all and inability to learn out of combat using combat facilities.

Human soldiers will eventually come to outclass androids, but only after months of training and potentially lethal battlefield experience. Infinite Stock For Sale: Averted, there's a limited amount of equipment that shows up in the market and not everything is immediately available.

Furthermore, advanced tech is restricted to certain weapon types - for example the sole laser gun is the laser sniper rifle. This is why X-COM will usually end up allied with Megapol, and enemies with MarSec; Megapol starts very hostile to the aliens, and mutually unfriendly with Marsec what with them being rivals in private security and all.

As a result, each time you attack the aliens you'll gain a good amount of reputation with Megapol, and take a small hit with Marsec; they're not necessarily alien sympathizers, they just don't like that you're getting all buddy buddy with their competitor.

The Personal Cloaking Field, which pops up very late in the game. It's not perfect attacking from cloak causes it to shimmer and partially reveal the user but it's pretty damn useful.

x com enforcer ending relationship

In addition to traditional Isometric Battlescape, the Cityscape also uses this perspective. It's a Wonderful Failure: Good job, you got Earth warped into another dimension. The Joys of Torturing Mooks: Just Before the End: The aliens invade from a doomed, volcanic planet in another dimension where most other life has been scorched away by the local star's supernova.

This also applies to the flying saucers themselves. Everything is organic in construction. About ten major ones in Apocalypse, among a few others it'd probably be a good idea to defend against alien infiltration.

Apocalypse finally got Dynamic Difficulty the way it was intended in the first two games. If you lose miserably to a raid of large UFOs, next time you may face something weaker. Down to even Probes and Scout Ships. Rare, but happens sometimes, as there are two major opposing gangs in the city. Ironically, the fastest way to improve reputation with an organization is to let the aliens attack their buildings; an Overspawn attack can turn an unfriendly organization into an ally very quickly.

Hybrids are poor agents due to their low strength, which also makes them slow as hell in Megapol armor. Psy abilities also take a ridiculously long time to train; you have to be willing to keep your psy-troopers on the bench for a couple of months.

Even then, a lot of alien types are completely immune to psionics.

x com enforcer ending relationship

It's a homing bio missile which, on hitting, starts to dissolve all your armour and weapons. Due to budget and publisher issues, Apoc is a mere shell of what it was going to be. The interface is very clunky and soldiers often respond poorly to your commands. The game is pretty stable Turn-based works, but the game definitely was not balanced around it.

At times, you will spend an hour finding the last alien in a map, and it will end up being a brainsucker on a roof that you can't get to say, on top of a skyway between two towers.

Boasting bignormous health bars that barely seem to tick down with your best barrages of bullets, and with attacks that can stun and deplete you in a matter of moments, these fights prove to be some of the most difficult in the whole dang game. Credit where credit is due; the developers made sure these bosses were no joke. For one, the intro animations that play out before you square off against them feature them standing absolutely statuesque as walls crumble around them or any other animations play out.

At some point, you just have to learn to effectively utilize your dodging capabilities, and get on with the game. Oh, about that dodging though: And the thing of it is, the window between double-taps is a bit more lenient than you probably imagine. So now, picture an inadvertent double-tap in the heat of battle that sends you further in one direction than you may well intend — possibly towards a traveling projectile or into a mass of aliens on your flank.

Yes, despite the game leaning deeply into top-down shooter design, it still has the audacity in some missions to stick you on small platforms with deadly drops all around. While the size of the arena is already not conducive to the design and perspective of the game, the real kicker is the fact that falling off the sides sends you sinking into the sea to your doom. And while the deck is at least surrounded on all sides to keep you from just slipping off, you can clear the hurdles by jumping or — you guessed it — dodging.

I lost more lives and failed more attempts at this mission than I care to admit, all on account of accidental trips over the edges and into the watery depths. One such slip similar to any of those present in the boat level results in a similarly fatal free-fall. Of course, the key difference here in this level is that platforming and traversal are now required, with balancing acts across precarious bridges and battles behind billboards.

Which brings me to another point: Certainly a minor change to the structure, but still indicative of the total lack of consistency.

Throughout all this though, there is at least one constant to the game: It appears that Mr. Except, wait a minute: In a final, downer bit of ending in what has otherwise been a decidedly goofy game, you see your Enforcer blown to pieces; sparking and floating within the debris of the mothership, and left to rust in the depths of space. Our robotic reclaimer recalls the final words of their inventor, before their systems ultimately suffer critical failure and shut down.

The only small glimmer of hope after the screen fades to black is the sound of your system attempting to reboot — though what good would that even do at this stage? Roll credits, return to title screen, and appreciate the sacrifice of one Able Standard and his achievement of engineering. The Earth is safe for another day, but at what cost? Who is left to protect it now? Is alien apocalypse still in our future?

Now you can replay the campaign looking like some sort of Frankenstein-monster-machine and your trusty Nuker right out the gate, rendering any sense of challenge practically non-existent. And you know what?

I totally went ahead and replayed the whole dang thing again shortly after finishing it for the first time. Blowing through the early game with overkill for an arsenal is way more fun than it ought to be, and making record time through the grind ends up being an altogether entertaining excursion. Now with the campaign fully squared away, what does that leave you with? I, for one, could not convince anyone I know to join me in this pursuit. Oh, but there is one additional multiplayer component to be explored: Cooperative play across the whole campaign!

If you can sucker just one buddy into connecting to a session, you can tear your way through the story together. I honestly believe that a co-op run might well be good fun with a friend, so long as neither player takes the proceedings all too seriously. And that is well and truly it for the breadth of X-COM: Thirty-something levels took me all of three hours to complete my first time through, and probably less than sixty minutes on replay.

I daresay it can even be a bit distracting at times — especially during the scant few minutes of cutscene in the game. In the audio department, I would have to write off the sound effects and noises as somewhat irritating. Rizzo, who seems to do fine work for the most part — even continuing to serve as audio designer on the recent run of XCOM titles! Of course, there are plenty of arcade-style games that are able to do more with even less — to take even simpler gameplay loops to an even further and deeper extent.

For that game in particular — and demonstrating a mechanic entirely lacking in Enforcer — ammo conservation plays a major role in the game, causing you to consider your shots more carefully. For comparison, Enforcer tosses weapons and resources at you faster than you can even pick them up, reinforcing the idea of you as an unstoppable killing machine.

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And while that idea certainly has its appeal at times, the novelty can wear off awful quick. But rather than providing you with a sense of downtime, the game actually manages to remain tense in these moments by implying the threat of incoming aliens, and building on an atmosphere of dread. It gives more weight to your encounters with the enemy, and makes them feel like a more tangible threat.

For comparison, Enforcer has no downtime outside of choosing to further explore stages after destroying all the present transporters, and presents its alien menace largely as ineffectual goons to be casually shot at and dispatched.

Add to all that a progression system that serves to further overpower you against the already pitiful alien army, and you can see how the challenge quickly dissipates and disappears altogether. Rather than a gradual grind towards becoming a more formidable force — to be capped off by turning the tides against a previously overwhelming enemy — you kind of start the game off already well-equipped to deal with the extraterrestrial menace in full.

Of course, all this serves as something like the complete antithesis to classic X-COM as we like to picture it: Squaring off against insurmountable odds, and barely scraping by through each encounter. Rather than data points seemingly growing on trees, have them allocated more sparingly; serving as rewards for exceptional mission performance. Scrounging for ammo, limited in repair options mid-mission, and lucky if it should get its hands on even the weakest of weapons.

As I admitted earlier, I found ways to have my fun during a tour of destruction, blowing up countless numbers of foes from outer space.

x com enforcer ending relationship

Hell, it was fun enough to get me to play the whole campaign a second time, going in even more ridiculously overpowered than before! Despite its many flaws — and boy, are there many — I may well still have enjoyed my time with Enforcer. But that time is still too short, and that enjoyment quickly fleets.

In a word, X-COM: Something to be consumed and discarded shortly thereafter, and hopefully pleasant enough for its short duration. In this universe, XCOM truly are a scrappy little resistance force operating without government funding, and forced to loot and scavenge for practically every bit of their supply stock. Apocalypse with dome cities on an otherwise uninhabitable planet is certainly a contender.

In Enforcer, this manifests as a small drone that hovers over your shoulder, blasting additional lasers at nearby enemies with every shot you fire from your primary weapon. Enforcer did not set the world on fire or revitalize the X-COM brand. The sad fact is, its release barely seemed to register with most review outlets to begin with. At the very least, it saw coverage from the major websites and PC publications who could afford to assign reviewers to any and every new release: It flagrantly abandons all of the suspenseful, tactical combat that made X-COM popular in the first place.

It is more complex, and the task of keeping and increasing the funding of the X-COM organization now extends to not only intercepting UFOsbut also to minimizing collateral damage, preventing alien hostile takeovers and even raiding the buildings of other organisations, of which there are several in Mega Primus.

Apocalypse claims to have a self-learning AI -module. The game does feature self-adjusting difficulty, where player performances influences the Alien zeal to expand and infest. Sluggish X-COM responses, total failures, and a bad weekly rating slow the alien build-up of weapons and creatures but not ships on their homeworld. This gives the player the chance to amend their failures and rethink their strategy. For example, a high rating in first five days can make the Aliens attack the player's HQ head-on with a large heavily armed mob often.

Conversely, a low rating in the first five days can make the aliens only incur twice a week, with a very small force. This also affects the equipment quality of the aliens, so if a very high score is acquired quickly for example by using a bug that allows the player to raid allied organisations without hostile responsethe very first batch of aliens might be found with personal shields and disruptor cannons which normally would appear only much later in the game.

Mega-Primus[ edit ] The city is run by 13 elected senators. Large corporations maintain the environmental, social and economic structure of the city, while the populace live in relative comfort. Mega-Primus has its own marginalized minorities, consisting of Sectoid-human hybrids and androidsboth by-products of the previous wars.

These minorities have set up their own political pressure groups. When the aliens invade, the city government reestablishes X-COM.

X-COM would have to support its income through the sale of alien artifacts captured from missions, and items manufactured in their own workshops. X-COM must maintain a good rapport with other organizations in the city. They will also withdraw their support if any for the X-COM project.

For example, the Transtellar organization would prevent Agents and science personnel from travelling around the city. The corporations and political organizations will make profits, perform research, manufacture items, and even fight covert battles with one another independently of the player. For example, if Megapol, the city police, are making lots of money, they will be able to maintain a strong presence in the city, attacking alien ships and other hostile aircraft.

The more damage to the city, and the greater Megapol's financial trouble, the less they will be able to respond to enemy attacks across the city. One of these organizations, the Cult of Siriusis a group of religious fanatics who worship the aliens, and is inherently hostile to X-COM. The aliens, rather than simply signing non-aggression treaties with the various corporations, will attempt to infest their CEOs and take control of the organizations themselves.

If the Government becomes hostile towards X-COM for any reason, such as alien interference or excessive damage to Government property and personnel, then the X-COM project will receive no further funding. This is a potential disaster for the player, and can lead to X-COM scrounging out a miserable existence, stealing from other organisations in order to survive.

However, with perfect management, X-COM can outpower the entire City's military, while being richer than even Food Monopoly Company Nutrivend, then destroy the whole city and get away with it.