So you want to upgrade the effective skill and equipment of IAC teams?
Actually, what if we made it so they get access to a bit more equipment and also transport?
Oh right.
We already have that.
It's called NOTSOFTER.
Strongpoint, you're attempting to force a niche unit into the position that our general-use NOTSOFTER already works at. We don't need to waste a revision making IAC teams more skilled and equipped when we already have a Unit that costs the same while being more trained and well-equipped than IAC teams will
ever be.
So here's three revisions that would actually have a semblance of usefulness.
Revision 1. Useful because again, every soldier is using a semiautomatic long-range weapon with a relatively low rate of fire. We're fighting aliens that outnumber us in engagements and two out of three alien units specialize in close-range combat. An automatic burst-fire railgun would be a tremendous upgrade in an easy revision and for little cost.
Revision: XH-3 Railgun (Edited - changed wording around recoil and whatnot)
The XH-2 is a solid railgun, but it's still effectively a glorified prototype.
By drawing on our experience with the manufacturing and maintenance of the XH-2 since its deployment as well as our other experience with railguns - the Phoenix gunpod, the Talon's upgraded railguns, and our base defense railguns - we can improve the gun. The XH-3 uses more advanced self-loading systems in order to reload at a rate sufficient for fully automatic fire.
If recoil is a problem, we can just modify how much power goes to the rails per individual shot and let soldiers switch between modes, since it's all electric and computerized anyways. Several modes can exist - sniper, battle rifle, assault rifle, SMG. All just a matter of adjusting how much power the rails get. SMG gets low-enough power to allow for comparably-insane firerates, sniper rifle gets high power at low firerates, and so on. Bonus is that it lets the XH-3 be a multi-purpose weapon with very little effort from us.
TL;DR: We've spent a lot of time with the XH-2 and have done lots of railgun tech since then. Give the XH-2 (now XH-3) automatic-fire capabilities to make it a more effective combat weapon, especially in closer-range and faster-paced combat.
Revision 2. Since now we have alien containment and just imagine how juicy alien interrogation tokens would be.
Revision: ARC Thrower 1 Alien Equipment TokenEssentially, the ARC Thrower is a glorified taser modified to take advantage of what we know of alien nervous systems ((from abstracted dissections since we don't have tokens for that and we've had
lots of opportunities to get them if they existed)) and to overwhelm them completely, rendering them unconcious long enough that the battle at hand may be finished and the alien may be securely detained for transportation to a containment cell.
In order to provide a (relatively) respectable range and enough power to fulfill its requirements, the ARC Thrower is fitted with a small elerium power source, like in alien equipment and the XH-2.
The ARC Thrower, for a gun, is short-ranged. But we're
hoping to at least let soldiers use it from out of immediate CQC distance; we'll take whatever we can get, though. Soldiers using the ARC Thrower are instructed to prioritize completion of the mission over capturing aliens, and that we only need one alien for it to be considered a succesful mission-wide use of the ARC thrower.
Revision 3. Since we still have no real way of investigation. Sure, Strongpoint's revision
tries but it's explicitly trying to just be a "passive" boost, only works in certain areas, relies on the lesser-trained IAC teams, and focuses
way too much on Mimics. That's not how alien infiltration would work - they would use Mimics to gain access to VIPs, sure, but the bulk of alien infiltration would be "convincing" 100% human individuals to subtly support them/oppose XCOM. And no amount of training can let us screen entire countries for Mimics.
Revision: Investigatory Unit1 Unit Experience Token, 1 EXALT TokenThings are not always as they seem.
Sure, maybe before the invasion we could have entrusted local government intelligence agencies to handle this. But they’re simply no longer up to the task.
Now we have secretive independent paramilitary organizations and shape shifting aliens to worry about. We can’t rely on old Earthborne methods any more.
An investigatory Unit is a NOTSOFTER trained to maneuver this new world of intelligence. While making something like this form the ground up in a revision would normally be difficult, we have a number of advantages. We take those already showing potential in the relevant fields from existing agents [Unit Experience Token]. We take the data that EXALT left behind to get a different viewpoint into these matters. We can rely on the fact that base recruitment requirements - how we recruit from top militaries and intelligence agencies ((I assume this is how we work)) - and NOTSOFTER mean our men should already be somewhat experienced and/or easy to teach on the matter.
Simply put, an Investigatory Unit is a NOTSOFTER squad with training in intelligence affairs, investigation, interrogation, and the most up-to-date briefings on anything that could possibly be relevant.
Their goal will be to locate alien/EXALT corruption and influence, to capture suspects (we hope that they can use ol’ fashioned brute force for this now - and they definitely can for humans - but while we hope it works, we don’t necessarily expect aliens to be easy capturable without special tools.), gather intelligence and information, and if possible, purge corrupting influences.
If possible ((as in, if it already does this like we intended in its own design)), the computer core in the Brazil outpost will be used to aid our operatives in data-crunching and general analysis of information acquired by Investigatory Units.
TL;DR: Use our relevant tokens to train/specialize a NOTSOFTER squad in intelligence-gathering/espionage.
Should help locate alien/exalt influence, get us intelligence (cool tokens/base locations/infiltration warnings/advanced warnings of plans/etc.) capture humans and maybe-but-probably-not aliens, and help purge bad influences.
Anti mimic training of Inter agency cooperation teams (2): Strongpoint, Pavellius
Rockbreaker Missiles Mk. 2 (0):
XH-3 Railgun (1): Chiefwaffles
ARC Thrower (0):
Investigatory Unit (1): Chiefwaffles
The XH-3 greatly increases the competency of our
actual mainstay units. Reminder that
with our new production, we won't even be able to use Interagency Teams this turn. We'll have enough Skyrangers for all 3 NOTSOFTERS, making upgrades to IAC Teams useless.
The ARC Thrower allows us to capture aliens and get wondrous interrogation tokens.
Investigatory Unit actually lets us begin doing proper investigation.