So, we got promoted. Unit Captain, and this means new Bioderms, new tech, and some PLOT updates.
So, we get some spiffy toys. Today, bar some missions, we'll cover the Herc Hangar Bay so I will postpone discussion about special equipment. That and we get another injection of "You are Working for A Soulless Corporation". They told me Capitalism fought poverty. In our case it's nuking genocidal robots, but I guess it's kinda the same.
For most promotions after the first two we would get a "unique" Bioderm. I've cheated and gave you all the options for the sake of variety, but this is Tarsus, the first unique Bioderm we get. He's really really good with cannons and that's it.
And also, We Work for a Evil Corp that Considers Acceptable Thousands of Civilian Losses.
Welcome to the
Herc Bay. Deceptively simple. Here we can buy or manage our Hercs, simple as that.
Here the main Herc Managing screen, with a rotating image of one of our Ogres, where we can notice the damage both in percentage and on the image itself. You can see the
Reactor Rating (how much power the Herc reactor has, and energy management is
everything) and the
Speed Rating. By rule, better components are heavier, and hurt speed.
That's why our recon Shadows will soon mount no weapons.
Let's quickly see the components of an Herc: we have Structural elements such as Drive (gives movement points), the Reactor or the Armour (hey, a Ogre has merely 18cm of armour, less than the turret of a T-55 tank. We have already access to specialized armour types, more effective but also pricier). The Legs can be armoured, but for some reasons I rarely lost a Herc thanks to leg damage).
Systems are the heart of a Herc: Batteries to store the energy output of the reactor, improved targeting systems, life support systems, sensors and the essential
Shields. Most upgrades are linear here, being pricier and heavier but far more effective. We need to buy two new Hercs now and upgrade the others, my guess is that our 120k credits won't be enough for a top job.
And then, the
Hardpoints, divided between
Weapon Hardpoints and
Special Hardpoints.
Weapon Hardpoints are, well, where we place our weapons. I'll go indepth on weapons another time, I don't want to bore you too much. Lemme just say that weapon balance is
iffy, and the optimal weapons are almost always the simpler Energy\Missile combos. Advanced weapons can work too.
Special Hardpoints are for..... everyhing else.
Mining devices? Here, at least half a dozen kinds.
Resupply drones? Here, half a dozen kinds, with different weight and efficiency. Spoiler: they work only if your dropship is in the area and if you need them you fucked up badly, because if something is still
alive by the time you have expended your cannon shots\missiles you are fucked like a teen in a drug party.
More interesting options are Nanite Repairs, modules that can be expended to repair other modules (for now we have the crappy and expensive protonanite, not worth it) or ECM suits, that help us by making the enemy
miss. ECM suits are very good, because they prevent damage: nanite repairs are heavy and expensive, and for them the same spiel as resupply drones applies: they're nice and all, but if you are going to
need them something has gone very, very wrong.
Time to buy new Hercs. We add a third Ogre to our fleet and also a Giant, just to show you how crappy they are. Grimwulf, my man, my soulmate and comrade, you are gonna drive this one. RIGHT INTO THE THICK OF IT
I upgrade crap and weapons as much as our finances allow. I'll pick a poisoned chalice for the next mission, all for the sake of FUN, so we better be ready. We can farm boring Mining mission if the thing goes badly.
We're lucky, I manage to upgrade everything and spare 15k. Well, time to rumble.
Because we're going on our first
Military mission. While mining and recon missions are cheap and easy (well, mining missions are lucrative but boring) military missions are bent on the direct destruction of the hated Cybrid foe.
In this case, Unitech command has intercepted a sizeable Cybrid force. Our Herc Carrier will drop us on the top of them, and then disengage: it's a do or die mission. With our Herc Carrier away, we
can't: 1) resupply 2) escape. Yes, we can escape if our Herc Carrier is in the area and we manage to reach it. There is a
reason Cyberstorm was one of the higher rated game on Home of the Underdogs!
Well, everyone linked, everything ready, Carrier AWAY
Rodriguez, our Herc Carrier pilot (
RODRIGUEZ?) dropped us in the middle of.....
uhhnm.... a good eight enemy Hercs. HOLY FUCKING SHIT
I count six Parasites and two Cerebrus-class Cybrids. Fuck.
Of the two, the Parasites are the most dangerous, mounting good lasers and good missile launchers. They are fairly inferior to our Ogres, but there are six of 'em.
Ok, ok. We have the surprise. We need to inflict the maximum damage to the enemy, and form a defensive formation to avoid retaliation.
Grimwulf opens the danza by disabling the shields of a Parasite with Blast Mortars (the ONLY weapons we can mount on a Giant that can disable shields, and Parasites have weak shields) and shooting two 120mm rounds in the cockpit of the Cybrid. Boom. Lucky, the mortars were barely enough at point-blank range. With the shields up, the 120mm shots would have been
useless.
Baud takes down another one with skillful use of lasers and chainguns, opening a way for the Shadows to retreat in the middle of the formation. Azira likewise takes down a Cerebrus, and Eriador tops it with another Parasite kill.
Awesome, bros. Four of them down in the first turn, let's hope retaliation won't be brutal.
The remaining Cybrids form a battleline and try to both call for help (heh, "Vermin") and take one of us down. No luck. Let's kill the fucks.
Doesn't work. VICTORY.
As you can see, the first turn surprise was everything. If a battle devolves into a slugging match into Cyberstorm, you are doing it
wrong. That's a reason why later missions are dangerous: Cybrids have such a numerical advantage that battles drag, slowly draining you of shields and ammo, until you weaken
enough for the kill.
We mine everything for more money and depart. Glory to Mankind, and to anarcho-capitalism.
Azira gets promoted and everyone is three months closer to euthanasia. How cheerful.
Aw, fuck. It's late. I'll keep the next military mission, a
Base Assault, for tomorrow. So long, cowboys.