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Author Topic: Vigilo Confido : XCOM Arms Race  (Read 85525 times)

Happerry

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1080 on: March 06, 2018, 01:53:54 am »

If we were going to make a drone, we should just make a HWP/SHIV either with a railgun upsized into a Railcannon for shooting people through insufficient cover (IE, walls) and for blowing up whatever Sectopod type unit they eventually make, or spend an alien equipment token on making an electrolaser for ranged stunning work.

Or one that mounts a Mortar so we can give the aliens a taste of their own weapons maybe. But a melee drone? As our first drone? When we don't even have alloy armor yet, much less power armor? Why?
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Chiefwaffles

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1081 on: March 06, 2018, 02:06:35 am »

An important thing to consider with drones is that the aliens still have their whole "complete knowledge of the entire battlefield" thing. Knowing the aliens, we can very safely assume that it's psionics. And if it's psionics, that means they won't be able to track non-living things. Meaning a drone would automatically be a stealth one.

So we should take advantage of that if we design a drone.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

TheFantasticMsFox

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1082 on: March 06, 2018, 08:56:00 am »

My opinion on the Drone is that we should focus on the advantages that presents; ie. more armor, more stable firing platform and more firepower per kg. To this effect, I think we should develop something id like to call the B.O.M.B, or Best Optimized Munitions Bearer (WIP) with a 40mm grenade launcher firing either HE, AP, Incendiary or flash-bang grenades to provide close fire support to our troops and allow clearing of UFOs to be much safer. Ill write up a more specific design in a bit.
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Blood_Librarian

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1083 on: March 06, 2018, 11:46:57 am »

Drones allow us to fill in roles with specifically non-bipedal rolls in mind. This means that both automated turrets attached to a moving platform and more exotic forms are both possible. (LAV, Ripper, Auto-Turret, Scout Drone, etc, etc.)

@ Madman, if a tracked drone has a wide enough track and a good enough motor, it can easily go along terrain in a manner that it could ambush enemy elements. I would personally prefer a Ripper variant drone since having legs allows for leaping in an easy enough manner. I also think that making the ripper drone allows us to segway into more complex, and larger automated or semi-automated systems. If we have enough of these drones to the point where we can deploy 6-12 of them, they can become disposable assets, able to push enemy lines that would not be feasible with a regular soldier.

Powered Armor, in my opinion, should not be for recon, and ambush rolls. Full-plate supported by heavy motors along with a battery of other features would be best for the roles our soldiers fill now, not the ones that are vacant. (Disposable Recon and ambush element.)

As for discussion on the Arc Thrower, I did specify it being a (close) ranged weapon unless there were design elements that prevented it, but w/e.
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TheFantasticMsFox

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1084 on: March 06, 2018, 01:30:48 pm »

I think to capture sectoids at the moment, we could settle for flash-bangs and rifle butts. For the rest, not so much but as a stop gap it should work.
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10ebbor10

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1085 on: March 18, 2018, 07:47:31 am »

Quote
Design: Hunter Armor
2 Alien Equipment Tokens, 1 Alien Alloy Token
Hunter Armor is a set of personal armor taking full advantage of the nature of alien alloys. Namely, the fact that alien alloys are really light while being really strong and can somehow absorb blunt forces.

First element is, well, the alloy armor. Armor covers pretty much all of the body; though we want to preserve mobility (even with the lightness of alloy, if you put enough on a person eventually they start getting encumbered) and expense. Regardless, survivability should be up insane levels thanks to the super-miracle material that is alien alloys. We use a Alloy Token to help with the proper integration of alloy into proper personal armor here, which should hopefully free up some time and effort for other parts of Hunter armor.
A helmet incorporates an improved version of the TAV2. Namely "not prone to breakage if someone makes a mean joke about it in its proximity"-improved. The sensors are integrated into the suit and the helmet visor incorporates the HUD, which can be turned on and off at will. This should allow our operatives to always benefit from the TAV2 without suffering from its bulky and fragile nature. Some learning of how aliens make small yet effective devices from alien equipment should help a lot in fitting a TAV into the armor without bugs or increased cost.

A simple system in the back, near the spine, monitors vital signs and distributes various medicines when needed. It's not a huge deal since we don't have medkits yet are just using standard non-bleeding-edge drugs - painkillers, stimulants, anesthetics, etc. - in low quantities, but it should at least be a notable aid. Enough to keep a soldier from death for a couple hours or to keep someone fighting for a few more minutes. That kind of thing. The vital sign monitoring system is also networked with the integrated TAV, meaning the status of Hunter armor-wearing soldiers is visible to all other agents so they may react appropriately and just be better aware of injuries.

Moving past all the hybrid alien groundbreaking technology advancing human knowledge and our view of reality as we know it, we approach the most important feature:
A grappling hook.

It turns out that when your armor is sufficiently light and when you can reinforce the cable with alien alloys, you can create an extremely effective grappling hook. In order to ensure the viability of the grappling hook, we're using some alien equipment parts to more properly integrate the systems, from just getting an idea of how to properly build the grappling hook, to integrating an elerium power supply in order to ensure it has enough power to actually take advantage of the alloy-reinforced cable. The grappling hook will be mounted on the wrist. It shouldn't matter how much horizontal or vertical distance or if there's a wall to support you - if the cable can reach it, it should zip the soldier over there ((read: we're aiming for the same ability as XCOM1 and XCOM2 grappling hooks)).
Imagine. Our soldiers zipping across the sites, confusing aliens, using the integrated TAV to get the advantage on them and always be aware. Never being in one place. Their armor keeping them alive.
Normal : 3 + 1 = 4(Below Average) (  3 tokens used)

The Hunter Armor is intended to be the next generation of XCOM armor technology, and the design team went all out in exploiting the capability of the large amounts of alien materials and equipment at their disposal. The basic armor consists of a a number of thing alien alloy plates. This provides a significant amount of protection, without turning the soldier into a completely rigid statue. Integrated in the helmet is the TAV2 system, which is now properly secured and reliable.

We've also tried to allow our soldiers some enhanced mobility by including a powered grappling. The design is quite reliable, but it does rely on a somewhat reliable infrastructure on the ground. Attach the hook to a weak balcony, and the balcony will come to you, rather you to the balcony. Nonetheless, it does allow our soldiers some significant mobility advantages in the right situation.

The last new feature is an automatic medicinal system, equipped with a series of livesign monitors and the capability to inject a variety of medicinal drugs, primarily pain killers, stimulants, and other anaesthatics.

On paper, it's a very effective suit. In practice however, the delivered project is the beta version. It's somewhat expensive, and not all features work perfectly. The medicinal system is somewhat sensitive, and the frequent useage of the injections can easily cause addictive issues. The grappling hook works, but inexpertly placed it can slam a soldier a building, or rip loose and send debris flying his way at high velocity. Lastly, the constant networking of the system makes it trivial to pinpoint various soldiers locations, if you know what you're looking for.

Spoiler: Technology (click to show/hide)

Spoiler: PANIC METER (click to show/hide)

Revision Phase

Turn 8

Month end : Gain 1 free VP; UP or EP point

AABBCCDD
« Last Edit: March 18, 2018, 08:53:54 am by 10ebbor10 »
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Madman198237

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1086 on: March 18, 2018, 08:50:45 am »

Where'd the -1 come from? And if it's Below Average, doesn't that mean it was a 4, not a 3?
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10ebbor10

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1087 on: March 18, 2018, 08:54:05 am »

Fixed now.
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Happerry

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1088 on: March 18, 2018, 01:15:14 pm »

Ugh, that was an unfortunate roll. Revise error patching time I guess?
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TheFantasticMsFox

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1089 on: March 19, 2018, 09:41:33 am »

ebbor, does the hook allow our soldiers to grapple enemy combatants to us?
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10ebbor10

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1090 on: March 19, 2018, 09:43:17 am »

It's not designed with that purpose in mind, but there's nothing stopping your soldiers from trying.
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Madman198237

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1091 on: March 19, 2018, 08:42:00 pm »

I suspect that this needs a full design to fix.
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Chiefwaffles

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1092 on: March 19, 2018, 09:06:30 pm »

It's not that bad. We kind of brute forced the design with excessive token usage, which is nice.

Revision: Hunter Armor Mk2
We're lucky to have the flaws that the Hunter Armor has for how well its project went. But let's get to work on fixing them.

Stimulant addiction? Just have the suit keep track of how much it's injected and don't allow going over that limit in non-life-and-death situations. A couple lines of code.
Grappling hook unreliability? Just include some tiny measuring instruments in the hook that have the Hunter suit warn the user if whatever they grappled onto isn't load-bearing.

Now we can focus on the "non-hour-worth-of-work" problem: the cost. Our team's excuse for the cost was just that it's a "beta version". Bah. Excuses.
We spend some time looking at the manufacturing process. Use molds for the plating instead of machining, reducing waste. Use alien alloy machine parts ((introduced in our Base Upgrade design)) along with some improvements in assembly line programming to reduce defective pieces. Actually inventory the armor properly, and pre-emptively shut down that "spiderman playground" thing that some enterprising engineers are secretly building in an unused room. Y'know, do stuff that makes Hunter Armor not a "beta version".

The transmissions being pinpointable isn't great, but the aliens should hopefully not immediately catch onto it and we're pretty sure they literally know exactly where we are at all times anyways so does it really matter that much yet?
So let's just let that one pass for now.

Quote
Hunter Armor Mk2 (1): Chiefwaffles
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Happerry

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1093 on: March 20, 2018, 04:39:39 am »

Quote
Hunter Armor Mk2 (2): Chiefwaffles, Happerry
[/quote]
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TheFantasticMsFox

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1094 on: March 20, 2018, 06:48:30 am »

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Hunter Armor Mk2 (3): Chiefwaffles, Happerry, TFF

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