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Author Topic: Ethereals : XCOM Arms Race  (Read 64851 times)

NUKE9.13

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Re: Ethereals : XCOM Arms Race
« Reply #825 on: February 24, 2018, 03:22:32 pm »

I mean, we could develop Mind Control. That's definitely a thing in XCOM. Dunno about using Meld to do so, though. Seems like psionics would be the easier route.
Although, by the sound of things you are thinking about long-term mind control of a large population. Yeah, that's never happening, for the same reason we can't create a deadly super-infectious disease/endlessly replicating aliens.
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VoidSlayer

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Re: Ethereals : XCOM Arms Race
« Reply #826 on: February 25, 2018, 02:13:51 am »

I mean, if we do enough infiltration missions that we have 5/5 infiltration in a country, whats the difference between us using meld to brainwash the parliament and using bribes.

This is honestly more meant to be a step to making not mass brainwashing, but providing the gift to all our supporters.

Better still would be footage of X-com gunning down civilians...

Shadowclaw777

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Re: Ethereals : XCOM Arms Race
« Reply #827 on: February 25, 2018, 06:10:33 pm »

An idea we have so much of a drone/artificial intelligence focus it seems, an idea to make a more effective combat drone so...

Revision this turn: Better AAA Missiles (Capacity, Armor-Penetrating Qualities, Better Accuracy/Range?)

Design: Actual Mutons; Revision: Aerial Terror Mission, it’s like a normal terror missions, except you bomb stuff!

Design: Hunter-Killer Drone, it would serve the roll as a normal attack drone (UCAV) in reality, except they could be the type of drones you put inside of a UFO, than its deployed to the air where it bombs both civilian infrastructure and such, and even actual Xcom troops!
Revision: Drone Construction Bays, an entire bay of the Moon Base is dedicated to drone creation (ie EP points)

« Last Edit: February 25, 2018, 06:30:22 pm by Shadowclaw777 »
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piratejoe

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Re: Ethereals : XCOM Arms Race
« Reply #828 on: February 25, 2018, 06:48:03 pm »

If we make a air terror mission.. we need a bomber.

Light bomber: The light bomber is a Medium fighter with its front armament removed and it is instead equipped with two heavy plasma turrets at the bottom of the craft to blast away at anything below it and the AI told to use said turrets for destroying things on the ground. There is also a normal turret on top of the craft made to just simply to help protect the craft against any enemy aircraft that decides to try and take it down. It is more armoured then the Medium fighter to better protect the craft from enemy fire with vital parts receiving extra armour.

And for our Air Terror mission...

Tactical Bombing: By bombing key military assets, we can reduce the will and ability of a nation to protect themselves against our power and strike out against Xcom and their antics. The goal of these missions is the destruction of ground, air, and naval forces in the targeted nation by sending out craft to blast any military instillation they come across, such as military air bases, naval ports, and armories. Along with this, we are to strike out against any mass of soldiers or military vessels out in the open sea. Of course, primitive aircraft that are not on the ground are to be watched but not engaged unless they approach and are attempting to attack. After all, things on the ground and in the sea are the targets of this mission, not things in the air.
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10ebbor10

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Re: Ethereals : XCOM Arms Race
« Reply #829 on: February 26, 2018, 03:08:20 pm »

Quote
Spend one EP token on plasma rifles. Use Month End point on EP.
Mission 1:
Craft: Medium Scout (3 VP),
Units: Sectoid x3 (3 UP), Scout Drone (1 UP)
Equipment: AAA missile (medium scout) (1 EP)
Destination: India
Mission Type: Harvest + Investigate Signal

Mission 2:
Craft: Small Scout (free), Light Fighter (1 VP)
Units: Skin Crawlers (free), Sectoid (free)
Equipment: Plasma Rifle (sectoid) (free), AAA missile (light fighter) (1 EP)
Destination: Russia
Mission Type: Recruit Collaborators + Investigate Signal

Mission 3:
Craft: Small Scout (1 VP), Light Fighter (1 VP)
Units: Skin Crawlers (1 UP), Sectoid (1 UP)
Equipment: AAA missile (light fighter) (1 EP), Plasma Rifle (Sectoid) (1 EP)
Destination: Mexico
Mission Type: Recruit Collaborators + Investigate Signal

Silently, all 5 UFO's lift away from the secrecy of the moon base, setting course for the planet below.

Spoiler: Equipment (click to show/hide)

Spoiler: PANIC METER (click to show/hide)

Revision

Turn 8

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

AABBCCDD
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Shadowclaw777

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Re: Ethereals : XCOM Arms Race
« Reply #830 on: February 26, 2018, 03:36:03 pm »

Quote from: Based off of Nuke’s Revision
Breacher AAA Missiles : The aim of this revision is simple: to increase the ammo capacity of our missile turrets, without significantly increasing bulk or cost. To achieve this, we have made the missiles more compact, by combining elements where possible. Most notably, using experience from Elder's Scorn (not replicating it entirely, but building on the experience), we have modified the Elerium power source to double as the warhead- this does make it less effective as a power source, but it is unlikely that a missile will require more than a few minutes of flight time at the very most. The full AI core has been pared down, removing unnecessary capabilities, and miniaturising the rest. The gravity drive is no longer capable of completely arbitrary movement- should it for some reason need to make a 180° turn, it will need to actually turn, rather than simply accelerate in the opposite direction- which cuts down on the required size considerably.
Ideally, we exchange a minor drop in performance for a substantially increased ammo capacity.

There were notes of attempts to add either incendiary addition or just generally AP improvements to the missile drones to improve their effectiveness against Xcom’s armored Talon craft, but just bombarding them with quantity is the superior option. The focus is just trying to make the Missile battery here just larger and more extended to hold more drones, without suffering with quality penalties

Quote from: Revision Votes
Breacher AAA: (1) SC
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NUKE9.13

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Re: Ethereals : XCOM Arms Race
« Reply #831 on: February 26, 2018, 03:45:36 pm »

I asked ebbor, and the core and warhead are already the same thing. So ^that^ won't work. Instead, here are my two options:
More missiles:

AAA v2: The aim of this revision is simple: to increase the ammo capacity of our missile turrets, without significantly increasing bulk or cost. To achieve this, we have made the missiles more compact, by combining or downsizing elements where possible. Most notably, we replaced the Elerium in the core with 'pre-destabilized' Elerium, which generates less power but generates a larger explosion- we then downsized the core so that the explosive power remains roughly the same (the loss in power generation should not be an issue, as the core is still more than large enough to power the missile's gravity drive). The full AI core has been pared down, removing unnecessary capabilities, and miniaturising the rest. The gravity drive (in a manner that was totally not inspired by observation of XCOM's new fighter) is no longer capable of completely arbitrary movement- should it for some reason need to make a 180° turn, it will need to actually turn, rather than simply accelerate in the opposite direction- which cuts down on the required size considerably.
Ideally, we exchange a minor drop in performance for an increased ammo capacity, without increasing cost or space usage. 

Or better missiles:

AAA v3: We ordinarily go to extreme lengths to keep Elerium cores stable. Experience from developing Elder's Scorn shows that it is remarkably hard to destabilize them, in fact. However, this need not be the case. In fact, we can make Elerium less stable, simply by bombarding it with the right sort of particles until it is loaded with energy just waiting to be released. This makes it so that one must be very careful when drawing power from the Elerium, as drawing too much could cause it to explode prematurely.
So we replaced the AAA's core with this pre-destabilized Elerium. It should generate less power but a bigger boom. The size of the core relative to the missile means it still generates more than enough power to keep the thing airborne and agile.
End result: a more powerful missile.

I vote for more, since we don't want to be using missiles more powerful than necessary against Skyrangers and Ravens. Though purely versus Talons, I think more power would be more effective.

Quote from: Revision Votes
Breacher AAA: (1) SC
AAA v2: (1) NUKE9.13
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piratejoe

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Re: Ethereals : XCOM Arms Race
« Reply #832 on: February 26, 2018, 04:59:33 pm »

Quote from: Revision Votes
Breacher AAA: (1) SC
AAA v2: (2) NUKE9.13, Piratejoe
We will block out the sky with our missiles!
« Last Edit: February 26, 2018, 07:11:35 pm by piratejoe »
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Kashyyk

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Re: Ethereals : XCOM Arms Race
« Reply #833 on: February 26, 2018, 05:30:32 pm »


Quote from: Revision Votes
Breacher AAA: (1) SC
AAA v2: (3) NUKE9.13, Piratejoe, Kashyyk
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VoidSlayer

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Re: Ethereals : XCOM Arms Race
« Reply #834 on: February 27, 2018, 01:50:54 am »

Revision: Skin Walker

The current skin crawlers can effectively mimic humans and totally don't look like an octopus in trench coats.  To improve on this stealth ability we give them the power to shift color, texture and even the shape of their tentacles, allowing a wider variety of shapes to choose from.  The new creatures are also given a rundown of common things to find in human cities that they can mimic like postal boxes, cows and cacti.  This allows skin walkers to look like people, animals or objects and then attack or scout out areas.  They can even change rapidly between forms, confusing and tricking the simple minded humans.

Maybe not for the current one but a fine idea.
« Last Edit: February 27, 2018, 01:52:44 am by VoidSlayer »
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~Neri

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Re: Ethereals : XCOM Arms Race
« Reply #835 on: February 27, 2018, 03:26:58 am »

I am rather sure they can already accurately mimic literally anything based on multiple fluffposts.
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NUKE9.13

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Re: Ethereals : XCOM Arms Race
« Reply #836 on: February 27, 2018, 03:27:35 am »

Yeah, I was just about to say the same thing. They can already do all those things.
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TopHat

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Re: Ethereals : XCOM Arms Race
« Reply #837 on: February 27, 2018, 04:43:52 am »

Although magazine capacity is nice I'm wary about exchanging quality for it. X-Com's craft are agile enough that they might be able to dodge, and in any case they will probably bring in countermeasures this turn, which could be doubly effective against less agile and intelligent missiles. I'd rather have one or two almost guaranteed kills than a smattering of 'maybes', especially against the Talon which is I think the bigger threat here. If X-Com send more than two craft after a mission we've probably allocated enough resources to it that we can have more than one launcher, anyway.

As such, I prefer AAAv3 to v2, though we might be better served prioritising armour piercing ability to raw power (not sure how to achieve that, though).

Quote from: Revision Votes
Breacher AAA: (1) SC
AAA v2: (3) NUKE9.13, Piratejoe, Kashyyk
AAA v3: (1) TopHat
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NUKE9.13

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Re: Ethereals : XCOM Arms Race
« Reply #838 on: February 27, 2018, 05:29:28 am »

Hmm. ebbor, based on our observation of the Talon's movements and our knowledge of our own missile's abilities, how great is the disparity between AAA's current accuracy and the Talon's evasive abilities? Was the two for two last turn a fluke, or was that 100% in the bag?
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10ebbor10

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Re: Ethereals : XCOM Arms Race
« Reply #839 on: February 27, 2018, 06:48:19 am »

AAA can comfortabily hit the Talon.
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