[lw2 suggestion] strange allies
Posted: Wed Jan 25, 2017 3:04 am
something for the late game, with advant and the aliens loosing control you would think this would include some of their troops as well. So here is an idea for resistance allies and special events starting at the 3 month line onwards.
STRANGE ALLIES.
info: as the war goes on ADVENT loses control of everything even the psionic links they have with their soldiers. this leads to defections and out right loss of control.
first event
outpost lost
time happens: in first liberated area min 3 months in.
event: player gets a resistance contact about an Advant fort being attacked by their own troops, you are told to move in and watch the situation, mop up the survivors and take the loot.
mission play: player enters to find a group of purple hud advent under attack by standard troops, the purple hud group has no commander but 4-5 units. and are "neutral to the player". the player has two objectives secure supplies and eliminate hostile forces. on the start their will only be 2 or three hostile pods attacking the outpost making it an easy mission wait for the advant troops to mop up their defectors and get teh supplies.
where things turn: alternitively the player can kill only the attackers never messing with the defective group. this leads to a different reward for the mission instead of supplies you gain intel and weapon mods, along with a single advent defector.
ADVENT DEFECTOR
gained only if do not kill neutral advent troops in above mission. requires surgery to remove chip. result is one squady level advant infiltrator (similar to a ranger class with center tree based on infiltration). the advent defector nearly halves any infiltration time on missions they are sent on, but they have a low will and sectoids will mindcontrol them outright. if you do not break the mindcontrol you can perminantly lose the defector.
later events
as you liberate more regions you will see more events of advent troopers defecting. for the most part this just gives you a chance at soldiers with a unique set of head cosmetics that talk in the alien language and have infiltration boosts.(the infilitration boosts being their only big up side).
once you manage to liberate around 3 areas though then the big one comes. a mission similar to the viper one from the alien bosses DLC the diference being this is a smaller group that has broken away from advant.
THE NEST
this is a unique jail break mission where the player is told that the resistance have found a contact with in the advent ranks that is willing to help them. but they are under heavy lock and key and the window to get them is short.
this mission, starts with the players squad ariving at a cave similar to the one form the bosses DLC, the only difference is this is an advent viper breeding facility, and it is heavily guarded. During the mission the player will mostly fight advent sentries, turrets, and a few drones. while the gaurds are not much for strength they have the area locked down, and for this reason you get a little help.
upon breaching the facility you will be told of switches which can be hacked to release the imature vipers. these vipers do not have the training of the adult ones and have not been psionicly dominated yet as such they will attack everything. you, advent anything they can see. and they make great fodder for the defenses.
as you breach the facility (long mission) you will find its battle changing based on your actions, the more vipers you release the less advent you have to fight but the more melee focused aliens are in the way. near the end though if you have opened all the containers you will end up freeing a naja, while fully mature they are not yet indoctrinated into the aliens well rule. and they are your reward for the mission though if you do not open the other pins the advent will blow the container with it once you get in sight range (with about three other prison cells)
completing hte mission is easy, you simply have to get the VIPs the resistance had contact wiht. these are 3 scientists at the end of the area. once you get to them you must bring them back to the mouth of the cave and evac them. simple mission really well if you didn't unleash the hordes of vipers (they only have 2 HP ).
the reward: 2 scientists a large intel pool and the ability to create viper guards for havens. this is a per haven thing and takes time 10 days min, these guards act as PvP vipers with a few changed perks for balance, each haven can have 2 of them and they can be standard, sidewinder, or naja. with standard being the most common and sidewinder being the rarest.
THE NAJA
if you release all the vipers and rescue this unit it acts as a unique soldier.
TREE ONE (acid) [note: this unit does acid instead of poison damage]
class one: acid spit, spit a glob of acid at target area. imunity to acid and poison attacks)
1. venom rounds: 3 turn cool down, grants the next attack venom rounds, can be used on self or one ally in 2 tiles range.
2.acid spit: adds a charge to acid spit
3. DAMN GOOD GROUND
4. quick burning acid: acid attacks panic on full hits and disorient on grazes, but lose their damage over time. (gives 2 shred to acid spit)
5. acid spray: instead of spewing a small ball of acid can spray teh area similar to a flamethrower burning through all cover, does minimal damage.
6. advanced toxens: +2 damage to acid attacks + 1 armor shred per turn on damage over time.
7. venom reserves: +2 charges of acid spit.
TREE 2 (sensory tree)
class 2: tongue lash, ranged melee attack even if misses breaks overwatch, if hits does damage or pulls enemy in depending on type (troopers are pulled in, aliens/machines are damaged)
1.VIPER sense(passive): senses and informs allies on ememy locations can see all enemys with in 15 blocks even if line of sight is blocked. gives red outline and shows alert areas if pod is in concealment (the alert areas is 4th item in this tree)
2.shifting scales: low cover counts as high cover.
3.advent codes: sensor towers do not detect unit.
4.improved viper sense: gives the second half of the viper sense thing above.
5.heat pits: +10% aim and +20% crit chance to mechanical enemies.
6.blind shot: can shoot targets which are only visible through viper sense at a -20 to aim. this includes firing through walls.
7. nest mother: if all advent command troopers are dead (officer, sectoid, gatekeeper, codex, bosses, avatar, vareations), vipers on the field will run and avoid engaging in combat.
THREE 3: rifle sense
info: basic attack tree, focuses around sniper abilites. mostly just the snap shot tree from the standard sniper with low profile replaced with something else aka no idea on this.
...
..
...
ok at this point I realized I have been typing for two freaking hours on this idea, and I know it is unlikely to happen. yeah time waster sorry.
STRANGE ALLIES.
info: as the war goes on ADVENT loses control of everything even the psionic links they have with their soldiers. this leads to defections and out right loss of control.
first event
outpost lost
time happens: in first liberated area min 3 months in.
event: player gets a resistance contact about an Advant fort being attacked by their own troops, you are told to move in and watch the situation, mop up the survivors and take the loot.
mission play: player enters to find a group of purple hud advent under attack by standard troops, the purple hud group has no commander but 4-5 units. and are "neutral to the player". the player has two objectives secure supplies and eliminate hostile forces. on the start their will only be 2 or three hostile pods attacking the outpost making it an easy mission wait for the advant troops to mop up their defectors and get teh supplies.
where things turn: alternitively the player can kill only the attackers never messing with the defective group. this leads to a different reward for the mission instead of supplies you gain intel and weapon mods, along with a single advent defector.
ADVENT DEFECTOR
gained only if do not kill neutral advent troops in above mission. requires surgery to remove chip. result is one squady level advant infiltrator (similar to a ranger class with center tree based on infiltration). the advent defector nearly halves any infiltration time on missions they are sent on, but they have a low will and sectoids will mindcontrol them outright. if you do not break the mindcontrol you can perminantly lose the defector.
later events
as you liberate more regions you will see more events of advent troopers defecting. for the most part this just gives you a chance at soldiers with a unique set of head cosmetics that talk in the alien language and have infiltration boosts.(the infilitration boosts being their only big up side).
once you manage to liberate around 3 areas though then the big one comes. a mission similar to the viper one from the alien bosses DLC the diference being this is a smaller group that has broken away from advant.
THE NEST
this is a unique jail break mission where the player is told that the resistance have found a contact with in the advent ranks that is willing to help them. but they are under heavy lock and key and the window to get them is short.
this mission, starts with the players squad ariving at a cave similar to the one form the bosses DLC, the only difference is this is an advent viper breeding facility, and it is heavily guarded. During the mission the player will mostly fight advent sentries, turrets, and a few drones. while the gaurds are not much for strength they have the area locked down, and for this reason you get a little help.
upon breaching the facility you will be told of switches which can be hacked to release the imature vipers. these vipers do not have the training of the adult ones and have not been psionicly dominated yet as such they will attack everything. you, advent anything they can see. and they make great fodder for the defenses.
as you breach the facility (long mission) you will find its battle changing based on your actions, the more vipers you release the less advent you have to fight but the more melee focused aliens are in the way. near the end though if you have opened all the containers you will end up freeing a naja, while fully mature they are not yet indoctrinated into the aliens well rule. and they are your reward for the mission though if you do not open the other pins the advent will blow the container with it once you get in sight range (with about three other prison cells)
completing hte mission is easy, you simply have to get the VIPs the resistance had contact wiht. these are 3 scientists at the end of the area. once you get to them you must bring them back to the mouth of the cave and evac them. simple mission really well if you didn't unleash the hordes of vipers (they only have 2 HP ).
the reward: 2 scientists a large intel pool and the ability to create viper guards for havens. this is a per haven thing and takes time 10 days min, these guards act as PvP vipers with a few changed perks for balance, each haven can have 2 of them and they can be standard, sidewinder, or naja. with standard being the most common and sidewinder being the rarest.
THE NAJA
if you release all the vipers and rescue this unit it acts as a unique soldier.
TREE ONE (acid) [note: this unit does acid instead of poison damage]
class one: acid spit, spit a glob of acid at target area. imunity to acid and poison attacks)
1. venom rounds: 3 turn cool down, grants the next attack venom rounds, can be used on self or one ally in 2 tiles range.
2.acid spit: adds a charge to acid spit
3. DAMN GOOD GROUND
4. quick burning acid: acid attacks panic on full hits and disorient on grazes, but lose their damage over time. (gives 2 shred to acid spit)
5. acid spray: instead of spewing a small ball of acid can spray teh area similar to a flamethrower burning through all cover, does minimal damage.
6. advanced toxens: +2 damage to acid attacks + 1 armor shred per turn on damage over time.
7. venom reserves: +2 charges of acid spit.
TREE 2 (sensory tree)
class 2: tongue lash, ranged melee attack even if misses breaks overwatch, if hits does damage or pulls enemy in depending on type (troopers are pulled in, aliens/machines are damaged)
1.VIPER sense(passive): senses and informs allies on ememy locations can see all enemys with in 15 blocks even if line of sight is blocked. gives red outline and shows alert areas if pod is in concealment (the alert areas is 4th item in this tree)
2.shifting scales: low cover counts as high cover.
3.advent codes: sensor towers do not detect unit.
4.improved viper sense: gives the second half of the viper sense thing above.
5.heat pits: +10% aim and +20% crit chance to mechanical enemies.
6.blind shot: can shoot targets which are only visible through viper sense at a -20 to aim. this includes firing through walls.
7. nest mother: if all advent command troopers are dead (officer, sectoid, gatekeeper, codex, bosses, avatar, vareations), vipers on the field will run and avoid engaging in combat.
THREE 3: rifle sense
info: basic attack tree, focuses around sniper abilites. mostly just the snap shot tree from the standard sniper with low profile replaced with something else aka no idea on this.
...
..
...
ok at this point I realized I have been typing for two freaking hours on this idea, and I know it is unlikely to happen. yeah time waster sorry.