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Are Alien Ships Supposed to be Able to Spawn Directly on Your Carrier?


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I'll just jump right into it,

Picture One: 1:57 pm on the Geoscape

Picture Two: 1:58 pm on the Geoscape

Is this a bug, bad game design, or just a product of it being beta so something like spawn areas aren't polished? Legitimate question, because I only have very vague memories of the original xcom from when I was much younger so I don't know if something cheap and unavoidable like this was part of it.

Edit: P.s. This was right after I finished a successful alien base right as i started to return that happened. For some reason it discovered multiple alien bases in very fast succession, dunno if that is normal either.

Edited by Tryphikik
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I haven't heard of anything like this before. I think it's just a plain case of simple bad luck.

Might want to check the bug forum to see if anyone else has.

I debated whether to post in the bug forum or not, but I wasn't sure if it was a bug. It is certainly something I would -hope- is a bug, but am not sure one way or the other.

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This was veteran ironman by the way, I tried save scumming it(it's not something I tend to do, I can take missing a 99% shot bad luck or having my entire team wiped cause I screwed up, I can't take having my carrier being spawned directly on top of "bad luck"(more like bullshit)), the result of save scumming was however that I do go back to before the ufo spawned(the exact moment is right after the alien base mission ended), but it always spawns directly on top of me regardless.

Sort of like a game ending bug, except, not quite game ending because it is xenonauts/xcom so you can always continue... but it is pretty brutal nonetheless. :[

Edit: I was probably doomed anyway because this was my first playthrough and I had no idea when to expand to another base and probably should have... but alas... still quite disappointing.

Edited by Tryphikik
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Also a question...Does incredible low funding(around 67 % decrese) mean there is a alien base on a continent...because i can't find them

How the heck did you find those alien base???

-I- didn't find them, as in, I didn't do anything to discover them at all. They just were discovered in like an event. I have no idea what parameters decided that I should discover 3 alien bases in quick succession. I think one of the researches improves your chance of finding them, but I can't be certain and i don't recall which one it was, but I remember it mentioning that they would have their men on the lookout for alien bases.

But you definitely can discover them without the research cause the first one I discovered came right before it finished.

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I'm wondering if it might just be bad luck.

I mean the chinook was out of your base's radar net, and it was unescorted. I think it's possible at least that an alien craft encountered the chinook and shot it down without it even being detected on radar.

I'm not sure how the spawning mechanic works for alien craft, but I do know that after they have spawned they will fly around doing their thing even if it is outside your detection range, or your radar hasn't happened to encounter it yet. I think it might be possible that you just happened to cross paths with an alien patrol.

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I mean the chinook was out of your base's radar net, and it was unescorted. I think it's possible at least that an alien craft encountered the chinook and shot it down without it even being detected on radar.

I'm not sure how the spawning mechanic works for alien craft, but I do know that after they have spawned they will fly around doing their thing even if it is outside your detection range, or your radar hasn't happened to encounter it yet. I think it might be possible that you just happened to cross paths with an alien patrol.

Hmm... I've never seen anything like that happen before, does the chinook itself not give any vision of its own surroundings? I've gone out for plenty of terror missions/ground missions outside my radar and never seen an alien ship out there, if that is the case I guess I need to start escorting it (well, I either way I guess I need to, because if it isn't that, it is that you can be directly spawned on which warrants an escort as well).

Also, what is the second dotted ring outside of the solid line ring?

Edited by Tryphikik
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The Charlie does give a very small vision radius...So you should see the alien ship about 2 seconds before you're Chinook is shot down...

But for roleplay sake...Let's just say one of the bastard Harridans managed to survive the assault and with his last powers he aimed a shot at your Charlie who was flying away in the distace.

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Chinook isnt supposed to have any kind of real radar so it flies "blind". Since it was out of base radar range, as pointed above, you were flying completely in the dark. Any agressive UFO around could intercept you and you will never know till you get the crash screen, so thats why is a good idea to send fighter patrols in the way of your Chinook to scout the way ahead and draw UFOs away.

If the UFO that wasted your chopper was actually spawned, then I thinks is perfectly fine too. UFOs are supposed to come down from orbit so this UFO just have an incredible good luck. In all the games I started and played I have never had an UFO spawn that way so if this is truly the case then you can be sure you will not see this again in a loooooooooooong time.

To know what really happened, load your save and order the Chinook to go somewere else away from the course it was following, like say order it to go to the north alien base on russia. If you still get the chopper wasted, then an UFO out of your radars is intercepting you.

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To know what really happened, load your save and order the Chinook to go somewere else away from the course it was following, like say order it to go to the north alien base on russia. If you still get the chopper wasted, then an UFO out of your radars is intercepting you.

It's not possible, it happens RIGHT after I leave the base, with in a matter of a couple seconds even on the slowest play mode, so no matter where I try to send it, it's always in the same spot regardless. Guess i'll never know for sure, but I'll take it as a learning experience nonetheless and try to escort it in the future.

Although... the geoscape side of things is quite difficult to keep up with at this stage in the beta so who knows if my fighters even could beat what they encounter. >.>

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This seems to happen if the alien ship is in the process of resupplying or building the base. Had something similar happen but had a couple craft patrolling overhead and was able to shoot the alien ship down as it left the base after clearing the base.

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Just a thought, with the possibility of your carrier being shot down, wouldn't it be awesome if you could play a rescue mission instead of just getting the message of local forces recovering your troops? I would imagine the mission starting with a mangled and crashed carrier, with your troops in it and maybe a few scattered outside. RNG would determine how wounded/dead they are. Your first order of business would be trying to heal your troops and set up a defense position.

Aliens will have spawned on the far side of the map and are moving towards you. You would need to hold up against the aliens and then after a few turns a good number of friendly NPC soldiers would turn up to try and save you.

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There was debate about this a while ago. I liked this idea, as it set up a role reversal mission. It was decided that the auto-recovery would be the way to go though.

I suggested it would be a "meat grinder" style of mission, for any familiar with WH40k from a few editions ago, where you would have to survive continuous waves of weak enemies (and a couple of leader types who are not replaced) for a set number of turns. Then friendlies would turn up, and mission ends with your survivors.

Still, the auto recovery is better than losing everything automatically.

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Just a thought, with the possibility of your carrier being shot down, wouldn't it be awesome if you could play a rescue mission instead of just getting the message of local forces recovering your troops? I would imagine the mission starting with a mangled and crashed carrier, with your troops in it and maybe a few scattered outside. RNG would determine how wounded/dead they are. Your first order of business would be trying to heal your troops and set up a defense position.

Aliens will have spawned on the far side of the map and are moving towards you. You would need to hold up against the aliens and then after a few turns a good number of friendly NPC soldiers would turn up to try and save you.

This is a fabulous idea imho. Probably add a few local militia troops as NPC as the first "meat shields" in the range outside of the crashed ship to give you a couple turns to heal up and gather up your own troops, and then its survival mode in defensive stance.

Love the idea.

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Chinook does not have global range at all ;p

Well, whatever you want to call the range... My point still stands in that there is an inability to escort it everywhere.

Here is how far the Condor can go: Picture

Here is how far the Foxtrot can go: Picture

And Here is how far the Chinook can go: Picture

So you can't simply escort it to every alien base/terror mission... which means what happened to me(either getting spawned on or running into an alien ship outside the radar) could happen to anyone because there is no preventative measure outside of later game having more bases. Unless there is some mechanic at play that someone can let me know about for clarification? Also, I believe if I positioned my base a little more to the left I could reach damn near everything outside of alaska with the chinook so not global, but it is pretty close.

Edited by Tryphikik
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There is a reference to an "air superiority retaliation" mission in a few places. Maybe that's what happened. Spawned a fighter patrol from taking out the base that had the bad luck of spawning close enough to your dropship that it charged it immediately.

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I've been curious to see how escorting would work now that the Chinook ranges have been expanded and expanded. As that was going on, the aggressiveness of the aliens was reduced and transport craft were no longer shot down, so I thought it balanced itself out.

So, it's interesting to see a Chinook get shot down. What I've done in the past is have interceptors launch form multiple bases to escort the Chinook. It's pretty fiddly though, and was a reaction to getting a couple shot down in quick succession.

Seeing the aliens coming really didn't help. It's not as though the unescorted Chinook could ever do anything about it.

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