((Disclaimer: since this is directly linked to the mission and the planning of the defense, I think it'll be best if I post this here. If there are people who would prefer this discussion to be had in the OOC thread though, say so and I'll delete this and post it there. I'm just not sure really.))
In other news, with the "Generic Sod Clones" I was thinking along the lines of the clones from Star Wars. We could have specialized guys with enhanced intelligence, deck and end, sorta like the ARC troopers. Also, what armor were you planning on giving them, if any? Just MKII's might be helpful.))
Enhanced Sod: 1x Gauss Assault Rifle(1x red shot clip, 1x extra clip), 1x mono razor, 1x frag, 1x flash bang, 1x smoke, 1x emergency kit, 1x Mk II (maybe with some ablative plating?), Rations kit/general supplies
And other gear/ specialization, according to squad and mission
((Also, this can have their weaponry and squad amount changed due to the situation.))
((I wasn't giving them a Mk.II because
-mission isn't in space, so no need for spacesuit (though if we send some of them along with the boarding teams, they'd need Mk.II suits for sure)
-they feel no pain, so no need for that feature
-giving an emergency kit to one trooper is cheaper than giving Mk.II to all of them
Didn't add extra armor than a normal (UWM) sod has because, unless you give them either an exoskeleton or heavy strength genemods, any armor that would actually cover fully from basic weapons would be too heavy, and combat shields are't flexible enough. I'm kinda banking on there being cover available to keep them alive. And of course, armor=expensive if you want to give it to all troopers
Also, I'm not 100% sure what makes that commando sod different from a 'regular' one, kinda looks like one from the light squad but with different gear. But if you wanna design a high-end commando unit, why not go for a 3-man synthflesh sod team? (you could design a lone trooper, but doing it in teams means 1 trooper doesn't need to cover all situations, you can have some specialization)
Some notes for the people helping with defense planning:
-deadline is still Sunday this week
-I added something in the 'current mission' wiki page: here you can find proposed and approved projects/expenditures, as well as team layouts. Mostly so I don't have to copy-paste that info a thousand times.
These are some things I think we'll need (with actual costs and such):
- 1 extra laser battery: 100 RU to ensure full air cover
- 2 Steve bots/mission 7 bots: 2x25 = 50 RU one for extra defense of the batteries, one for Reserve team (or both for batteries, depends
- 2 laser battery defenses (one for the one we have, one for the one we'll build): 2x10 RU = 20 RU
- 2 heavy artillery: 2x30 = 60 RU for shelling enemy and ensuring they can't outgun us from range
- 6 mortars on rails: 6x 15 = 90 RU fire support, lower range but more bang per buck (rails ensure we don't waste resources placing mortars where they don't attack anyways
- 5 Light Infantry Sod Squad: 5x 50 = 250 main npc support, flexible enough to face most threats but cheap enough that losing a squad isn't the end of the world.
- 1x squad leader: Laser rifle, monorazor, comms pack (other troopers carry smaller comm devices), 1x frag nade, 1x smoke nade, general supplies (knife, an extra clip for rifle, binoculars, a flare, little bit of rations,... basically, stuff you'd expect a soldier to have
- 1x heavy weapons expert: rocket launcher (frag rounds (infantry), shaped charge rounds (heavy armor) and homing missile (aerial, think like a stinger), handlaser, metal baton, general supplies
- 1x support trooper: Laser rifle, 1 Emergency kit, metal baton, 1 scout eye, blowtorch, wirecutter, computer cables and small crap (basically this is medic/aux/handiwork support trooper, so i think you get the idea), general supplies
- 2x grenadier: Gauss rifle, special gauss ammo (1x redshot, 1x AP round), metal baton, 2x frag nades, 2x smoke nades, 1x EMP nades, 1x flashbang, some spare ammo for heavy, general supplies
- 2 Sod Sniper Squad: 2x 25 = 50 RU specialized npc's for ranged coverage (and more flexible and subtle than artillery, though not as powerful
Genemodded sods, at least one commander grade
- 1x sniper: Gauss rifle customised for ranged combat, special gauss ammo (3x AP, 2x Red shot, 1x melter round), handlaser, cameyes, stealth system (nothing too fancy, something like the spray-on adaptive camouflage), small jump pack for reaching difficult places, general supplies
- 1x spotter: Gauss rifle or shotgun, monorazor, cameyes, 1x smoke nade, 1x flashbang, ammo for the sniper rifle, stealth system, small jump pack, general supplies
That all comes down to 620 RU I think. Now, we still need a bunker complex, for that I propose the following:
-and inner circle of 6 bunkers (90 RU), defending the base 'close to home' so to speak
-an outer layer of 4 bunkers, placed in the mountains (like doomblade requested. I still think defending from the mountains, so far from base, isn't the most efficient way (mostly because we're tight on resources), but wanna give his idea a chance to.) (note: the valley is pretty big, so if we need to retreat from these it'll be a long way back. We have shuttles though, but the remaining bunkers will face getting outflanked. Having two layers
does kinda give the benefits of defense in depth, so it has that going for it)
We could still add extra stuff to the bunkers themselves, but with the mortars-on-rails I don't think that'll be really necessary. Plus, if we accept all the above and this bunker plan, we'll have used 770 RU already. And we'll still need some to pay for Sean his
private jet combat shuttles.))