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Author Topic: XCOM Arms Race II : VIGILO CONFIDO  (Read 14239 times)

10ebbor10

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XCOM Arms Race II : VIGILO CONFIDO
« on: June 23, 2019, 04:07:54 pm »

Link to Main Thread

Hello, Commander. In light of the recent extraterrestrial incursion, this Council of Nations has convened to approve the activation of the XCOM Project.
You have been chosen to lead this initiative. To oversee our first—and last—line of defense.
Your efforts will have considerable influence on this planet's future. We urge you to keep that in mind as you proceed.
Good luck, Commander.

Spoiler: Starting Tech (click to show/hide)
« Last Edit: June 23, 2019, 04:41:41 pm by 10ebbor10 »
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10ebbor10

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #1 on: June 23, 2019, 04:26:29 pm »

Pre-Turn 0


The following things need to be decided:
- Main Base Location : Pick any of the nations on the map.
- Subsidiary Bases : Pick 2 nations from the map to place your Skyranger Hangers in. You get bonusses if you deploy in these regions or their continents.
- Pick 2 designs

Spoiler: Map (click to show/hide)
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Madman198237

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #2 on: June 23, 2019, 04:39:50 pm »

Main Base in North America, subsidiary bases in Asia and Europe? If Main Base gives a speed advantage then we'll be in great shape, if not then we'll at least have the two largest (nations-numbers-wise) continents covered.

As for specifics, China and Germany would be very central in the two continents for good Skyranger bases, whereas placing the main base in Mexico would allow us to be roughly in the middle of the Americas or close enough to it, if that actually matters.
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Chiefwaffles

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #3 on: June 23, 2019, 05:56:09 pm »

Ebbor: Standard Issue weaponry covers multiple weapon types, right? Sniper rifles, shotguns, ARs, etc. etc.
Also thank god, we can specialize/train people without doing entire squadrons this time around.


Aaanyways. I think we should focus on quality over quantity with infantry. Quantity is cool, sure, but what's not cool is not being able to transport your 30 squadrons across the globe with your 2 Skyrangers. Here's some designs. Please give me better names for them.

CRT-1 "Carver" Laser Cutter
It'd be nice getting into their UFOs without A.) announcing our presence B.) really announcing our presence C.) using established entry ways they'll have already covered and D.) not blowing up valuable loot.
Enter the Creative Entry Tool - 1 "Carver". It's a laser. It's big. It's bulky. It's short ranged. But it gets the job done. A large backpack-like case carries most of it -- namely the large battery -- while heavy wiring connects to a handheld tool for actually doing the carving.

A high-powered pulsating laser in the handheld part is able to cut through pretty much anything, at the cost of extreme power usage and extremely short range. With a bit of time. Simply hold it against the thing to be cut, toggle it, and drag it across a section of the thing to cut away. We don't recommend making full-size doorways to save battery life and time. Instead, something our soldiers can crouch through (or in dire situations, crawl though) should be cut out as a hole. Battery life isn't a priority -- we don't need a thousand potential doorholes. Just one or two. The CRT-1 is aimed to be completely silent, helping our soldiers mask their presence.

So in summary, a laser cutter. Not useful in combat, but great for making new entries in UFOs (or other places) that the aliens won't expect, without us blowing up half a block. Also nice to not blow up valuable things.


APW-1 "Guardian" Portable Turret
Being overwhelmed by aliens? Horrified that some enemy is gonna pop out of the darkness? Can't look in 360 degrees around you at once? Need some extra gunfire? Need a buddy to share your secrets with? The Guardian has you covered!

The Autonomous Portable Weapon "Guardian" starts off as a rectangular prism cubeish-like object carried on someone's back, like a backpack, with neat detachable straps. Take it off your back, press a button and throw place it on the ground/floor/alien mothership hull/whatever. It'll unfold outwards. A small but sturdy tripod keeps it stable and gives it a bit of height, while a single-barrel air-cooled 20mm cannon extends outwards a bit. Recoil-dampeners and a 360-degree motor at the base of the turret (between it and the tripod) allow it to rotate freely. Most of the chassis is dedicated to power and ammunition storage, with about 10% for target recognition and operation electronics.

But that's all quite straightforward. The most important part is the extensive sensor array. Microphone, camera, lidar, radar, heat sensors, motion sensors, infrared, and more. All commercially available, though of course we'll be using higher-grade military stuff. Sensor data is all compiled and analyzed. Existing military research around the world, especially China governmental research, help it detect any kind of potential enemy. For the time being we've programmed it to fire at anything that's alive and not a human. For ammo constraints, it will only fire a single burst (or, keep firing until most of a burst hits) per target but nearby soldiers can override this if overkill is needed. Sensors are placed so it doesn't have to be looking in a direction to detect things in that direction. That'd just be bad design.

The entire thing can refold and be carried again. It can also be reloaded in the field, which is useful given its size. Power isn't expected to be a concern, but regardless it can be plugged into a cable (coming from any power outlet in the engagement area or our deployment vehicles) to charge whenever.


Quote from: Box Which Contains The Votes
Main Base
United States (1): Chiefwaffles

Subsidiary Bases (2x)
China (1): Chiefwaffles
Germany (1): Chiefwaffles

Designs (2x)
CRT-1 "Carver" Laser Cutter (0):
APW-1 "Guardian" Portable Turret (1): Chiefwaffles
I like both designs I posted (of course; otherwise I wouldn't post them) though I'm not too attached to the Carver as an immediate need. I'll vote for it if there's nothing else better later, but I think we could do with a really versatile piece of infantry gear or a training program.

As for bases, I'm tentatively voting along Madman's plan. Though maybe our main base should be in Europe. More central; we could put a subsidiary in NA instead. Mexico could also maybe work for our base location in NA, as it'd give us better coverage over South America.
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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!

Madman198237

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #4 on: June 23, 2019, 07:26:04 pm »

So, ebbor, two questions:
1. How different are specialists? Adding one to a squad costs as much as a full squad, are they actually going to be as useful as a full squad, and if so, how?
2. Can we just get regular old thermite bombs or normal shaped-charge explosives under the "regular equipment" thing instead of getting strangely expensive charges?


Quote
Industrialized Warfare Center
Warfare is always, in large part, based on your ability to outproduce your enemy. It is also based on technology, but if you don't have the means to produce the technology you create, well, why do you bother?

The Industrialized Warfare Center is just what it says on the tin: The world's most advanced factory, capable of rapidly producing equipment made out of the most difficult metals effort made into equipment. Advanced 3-D printers and CNC machines capable of incredibly precise and fast work, laser-based metal manufacturing using lasers to cut sheets or melt metal powder to fuse it together like a 3-D printer working in titanium.

Room after room of advanced materials science and manufacturing sprawls underground in XCOM's main base, allowing for the manufacture of anything we can dream up, faster and cheaper than anyone else, while allowing us to study new avenues of materials science with the multitudes of advanced machines and testing equipment.
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FallacyofUrist

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #5 on: June 23, 2019, 09:02:30 pm »

TBI-1 "Cybermap" Tactical Interface Headset:

Sometimes, the best piece of kit isn't a fancy gun, but something that keeps you and your team coordinated in the field. The first iteration of our tactical battle interface, the Cybermap, is a lightweight but durable metal helmet that serves a much more important function than head protection. The Cybermap first possesses integrated radio communications. No big deal, really just a prerequisite for the two more important parts. Each Cybermap helmet possesses a small screen built into the visor, a screen that shows the positions of every linked XCOM operative using small dots. This is done by tracking a radio chip in each Cybermap. Furthermore, the Cybermap is linked to a heartbeat monitor, so in addition to showing the position of XCOM operatives, it also shows the status of that operative. Green for good, red for no heartbeat. It's also designed for integration with hypothetical autonomous hardware, showing the position and status of said hardware once said hardware is created.

Quote from: Box Which Contains The Boats
Main Base
United States (1): Chiefwaffles
China (1): FallacyofUrist

Subsidiary Bases (2x)
China (1): Chiefwaffles
Germany (2): Chiefwaffles, FallacyofUrist
United States (1): FallacyofUrist

Designs (2x)
CRT-1 "Carver" Laser Cutter (0):
APW-1 "Guardian" Portable Turret (2): Chiefwaffles, FallacyofUrist
TBI-1 "Cybermap" Tactical Interface Headset (1): FallacyofUrist
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Blood_Librarian

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #6 on: June 23, 2019, 09:37:02 pm »

"EYALD" multi-spectral wide-angle Goggles

These goggles have sensors in the infrared, and visible spectrum of light, as well as the electromagnetic frequency the alien technology produces. Six separate optical "tubes" pick up the emissions and relay it into a panoramic fisheye lens, allowing the user to have a 95-degree vision.

This is mostly adapting already existing panoramic Night Vision Goggles with an extra set of optics that picks up the EM waves, and with the flick of a switch, overlays it on top of the "normal" NVGs.
Quote from: Box Which Contains The Boats
Main Base
United States (2): Chiefwaffles, Blood_Librarian
China (1): FallacyofUrist

Subsidiary Bases (2x)
China (1): Chiefwaffles
Germany (2): Chiefwaffles, FallacyofUrist ( Blood_Librarian)
United States (1): FallacyofUrist


Designs (2x)
CRT-1 "Carver" Laser Cutter (0):
APW-1 "Guardian" Portable Turret (2): Chiefwaffles, FallacyofUrist
Industrialized Warfare Center (1) : Madman 198237
TBI-1 "Cybermap" Tactical Interface Headset (1): FallacyofUrist
EYALD MW Goggles (1) : Blood Librarian
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Chiefwaffles

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #7 on: June 23, 2019, 10:29:31 pm »

While I do like the idea of the Cybermap, it is pretty much the exact same thing we tried doing last game. I say we wait a bit, then use technology and experience to make something in the same area (tactical HUD headset / AR), but more advanced and unique compared to the similar stuff last game.
And the "EYALD" thing seems... very revision-worthy.

Factory seems like a good idea. Depends on other plans, though, since it'll most likely increase our EP as its main effect for now. We should address the whole "Rookie" issue. Maybe. Depends on how Ebbor sees this.
Ebbor: What's your vision for squads? Like, are we meant to have a squad full of specialists (like in the newer XCOMs)? Or just 1-2 in a squad? And how many men are in one squad right now? How much of a squad's training applies to specialists with their own training inside that squad?


Commando Training Program
We've scrapped many many communique drafts to our sponsors on account of excessive abrasiveness.
We asked for men, and we got rookies. Dear god, we're trying to literally save the world here! We know that politics is a thing and the countries may not completely trust us to deal with the threat, but if they want toe live they better hand over some actual soldiers. Really, that's the bulk of this program. Recruiting good experienced soldiers from top-tier special forces of our sponsor nations. Navy SEALs, SAS, etc. etc.. Of course, we don't expect it to be cheap to convince them to hand over their precious "good" soldiers.

Now, experience is extremely useful but it is not the end-all here. We do have some training of our own. A nice tour of the base (the parts that they're allowed to see), explanation of what we're fighting, how our own tech works, that kind of stuff is obvious. But we do have a major focus in our own training program: adaptability.
This is not a normal war. It never is. And our opponents will always try to use strange new enemies and technology against us. We can't prepare them for every possibility, but we can prepare them to adapt.

Commandos are trained to be able to quickly adapt to new situations based on what they see. Instantly reform command structures if separated, know what to do in the unknown, how to quickly figure out what parts of the unknown to shoot to make it bleed the most, how to realize if the enemies are taking advantage of some strange new technology, and how to best counteract that in the field. How to work together with few words exchanged in completely alien situations.
Our Commandos need to be ready to be unprepared. That's what we're preparing them for.

The Commando training program will form entire squadrons. We expect these squads to be more expensive than Rookies, and if needed we can accept a lower number of soldiers per squad.


Quote from: Box Which Contains The Boats
Main Base
United States (2): Chiefwaffles, Blood_Librarian
China (1): FallacyofUrist

Subsidiary Bases (2x)
China (1): Chiefwaffles
Germany (2): Chiefwaffles, FallacyofUrist ( Blood_Librarian)
United States (1): FallacyofUrist

Designs (2x)
CRT-1 "Carver" Laser Cutter (0):
APW-1 "Guardian" Portable Turret (2): Chiefwaffles, FallacyofUrist
Industrialized Warfare Center (1) : Madman
TBI-1 "Cybermap" Tactical Interface Headset (1): FallacyofUrist
EYALD MW Goggles (1) : Blood Librarian
Commando Training Program (1): Chiefwaffles
The IWC (Madman's proposal) is nice and we should do it, but I only think it's useful this turn if we plan on having new equipment out. The likely immediate benefit of the IWC is more EP, and the only EP-using thing we have right now is the explosives.

So for now, non-horrible infantry and equipment for the non-horrible infantry.



Also, here's something for later probably.
Spoiler (click to show/hide)
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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!

Madman198237

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #8 on: June 23, 2019, 10:57:47 pm »

Quote
The Killing House, Mark II
Most special forces and counterterrorism units go through training in what's known as a "Killing House". First designed and used by the SAS, a Killing House is a live-fire range using movable targets and easily adjusted lightweight walls, so that every time the soldiers go through it's different. It teaches adaptability, reaction time, fire discipline, accuracy, everything a soldier needs in a combat environment.

The Killing House, Mark II builds on that, with a massive building (underground, if our base is underground) covered with movable walls, ceilings, and floors. The system is controlled via computer and can be modified even during a practice mission, allowing the terrain to be switched from close quarters to longer ranged engagements at the click of a button, while recruits run through the building clearing rooms or engaging hostiles in various conditions.

To aid in this, operatives are given a powerful augmented reality headset, capable of transforming the environment and changing the identical targets and walls into appropriate terrain. A body suit shocks the trainees anywhere they're "shot", while the trainees can see the results of their shots and thus instantly evaluate whether or not to fire again via the AR images.

The size of the chamber and the bullet-resistant walls allow multiple smaller simulations to be run simultaneously to get in more effective training time for units. The end goal is to transform our pathetic "Rookies" who didn't get any XCOM training into the best soldiers that can be found even if it takes a while (i.e., raises UP cost. We want REALLY DARNED GOOD soldiers even if they're more expensive), capable of dealing with every single terrain type imaginable. This also eventually will provide benefits for specialization (beyond "sniper", "officer", and "machinegunner", the three meaningful military specializations that don't involve vehicles) if that actually becomes a thing we want to do for some militarily incomprehensible reason, though snipers are going to need a surface-side range as we don't have infinitely long range down here.

Units trained down in the Killing House are referred to as Operators, and given privilege of first use of the facility for constant training to maintain and improve skills as the enemy brings out their own improvements and changes.

Alternative training design.
« Last Edit: June 24, 2019, 04:18:46 pm by Madman198237 »
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10ebbor10

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #9 on: June 24, 2019, 03:04:55 am »

Quote
Ebbor: Standard Issue weaponry covers multiple weapon types, right? Sniper rifles, shotguns, ARs, etc. etc.

Anything that isn't too exotic.

Quote
Also thank god, we can specialize/train people without doing entire squadrons this time around.

Pretty sure you could do it last time too.

Quote
1. How different are specialists? Adding one to a squad costs as much as a full squad, are they actually going to be as useful as a full squad, and if so, how?
Within their area of expertise, 1 squad + specialist will be better than 2 squads. This is caused by better training, adapted equipment and the inverse ninja principle.

Even outside their area of expertise, 1 squad + specialist will be better than a normal squad, unless the speciality specifically notes that it introduces vulnerabilities.

Quote
2. Can we just get regular old thermite bombs or normal shaped-charge explosives under the "regular equipment" thing instead of getting strangely expensive charges?
The strangely expensive charges are specialized weapons designed to cut through alien materials that are way beyond human understanding, and in a way that leaves the enemy craft mostly salvegeable.

Normal explosives can be included under regular equipment, but they're not going to be as effective.

Quote
Ebbor: What's your vision for squads? Like, are we meant to have a squad full of specialists (like in the newer XCOMs)? Or just 1-2 in a squad? And how many men are in one squad right now? How much of a squad's training applies to specialists with their own training inside that squad?

The basic dichotomy is that where the aliens are going to have multiple squads of radically different aliens, XCOM goes with elite squads full of specialists.
To that end I must clarify that a specialist is not literally 1 guy, it's a reasonable part of the squad that gets that training. I expect that you'll end up stacking multiple specialties per squad.

Basic squads have 6-8 men/women.

Specialties are (unless otherwise noted or if I retcon this) fully additive. If you invent a MEC Troopers squad and give them a Close Combat Specialist, then you get a close combat MEC, not one guy just standing awkwardly between the metal behemoths.

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KitRougard

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #10 on: June 24, 2019, 08:41:25 am »

Hm. I'll throw my hat in.
Question! Is there such a thing as "Hero" type units? A rather impressive unit, but singular in their creation, and unfortunately still mortal? I'll wait on that before I whip one up.

Next thing is the design.

PROMOTIONAL TRAINING
It didn't take us that long to remember that our greatest strength as Humanity is growth. Compared to the Xrays we'll be pulping, we're evolving and changing at light speed. So we need to embrace that.

The PT program is meant to give greater ability to those squads who have proven themselves in missions. It also helps in the specialization of soldiers - some know how to make a medikit last, others can handle the recoil of an LMG. Through the PT program, we customize each soldier's training as they Promote through the ranks, crafting them into their Class Specialization - Heavy, the man playing down the big guns with the rocket launcher on his shoulder. Support, the ones working to make sure our men get home safe. Sniper, the scope-slinger in the distance hunting for the perfect shot. And we've already seen the Assault class from our CCS program.

TL;DR: The level system from XCOM: Enemy Unknown, used to give us experienced squads as they come back, rather than just a steady stream of Rookies.
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Rockeater

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #11 on: June 24, 2019, 12:48:17 pm »

Ignore this alien looking thing
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KitRougard

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #12 on: June 24, 2019, 01:42:19 pm »

Also, time for an important staple...

NANOTECH BASED MEDIKIT
We will bleed during these missions. Their weaponry is far beyond our own in technological strength. As such, the typical battlefield first aid of "plug the bullet hole, jab some adrenaline into you, and hope you don't die by mission's end" won't cut it. We've learned recently that many countries are working on self-replicating, medical nanites to perform surgical feats otherwise fully impossible - Totally vaporizing any trace of cancer in a body, or rebuilding destroyed neural pathways in the brain.

We're going for something as simple as closing open wounds properly.

The medikit looks like a red and white metal gas canister, but smaller. Inside, the replicate, making them reusable (as long as our recruits don't totally drain the thing...).  Open the cap and a spray nozzle pops out. Push that and
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Madman198237

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #13 on: June 24, 2019, 01:44:42 pm »

We don't have the technology required to make nanoscale anything, you can absolutely forget intelligent nanoscale machines.
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Chiefwaffles

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #14 on: June 24, 2019, 02:57:32 pm »

Here's a more realistic version of Kit's medkit as well as the XCOM medikit (which mentioned stimulants and "nanosuturing" which to the best of my research appears to be laser-bonded healing):

Combat Medikit
So we're operating at a small scale here, where a single soldier being out of the fight may be the difference between victory and loss. We can't afford to medivac soldiers. We can't just have a dedicated combat medic (well, maybe we could have a specialist filling medical roles but now's not the time for that) handle all that.

So enter the Combat Medikit. A small handheld tool containing a cocktail of various drugs (mostly stimulants and some stuff to decrease the effects of horrific bleeding, etc.) and a laser-bonded healing suite. The technology was first developed and used in human trials in 2008, so with our top-class scientists, engineers, and knowledge, we should be able to adapt it to make it reliable and "automatic". The aforementioned existing technology works as a handheld pen, but in the Combat Medikit we incorporate a rotor-based "automatic" laser suturer, where a camera quickly judges sites requiring laser-bonding and applies the technique to them.

For smaller wounds and all drug injection, the Medikit simply needs to be held against the skin of the person affected. Appropiate drugs will be injected into the bloodstream and if on bare skin with a wound smaller than the application-thingy of the medikit, laser-bonding is applied. Drugs can be applied through fabric and other light clothing.
In case of larger wounds, the applier can either hold it at a distance for a larger laser area of effect (at the cost of speed) or laser-bond small areas at a time, moving the Medikit when it confirms successful healing of site.

The Combat Medikit is in no way a replacement for proper medical attention. It solves the most pressing issue in combat injuries -- bleeding out -- and applies drugs to both counteract other potential problems and to allow our soldier to keep on fighting (or evacuating/retreating) in case of wounds that would normally disable people (but aren't immediately life-threatening). Anyone with wounds still is mandated to go to the base doctor after the operation.


Quote from: Box Which Contains The Boats
Main Base
United States (2): Chiefwaffles, Blood_Librarian
China (1): FallacyofUrist

Subsidiary Bases (2x)
China (1): Chiefwaffles
Germany (2): Chiefwaffles, FallacyofUrist ( Blood_Librarian)
United States (1): FallacyofUrist

Designs (2x)
CRT-1 "Carver" Laser Cutter (0):
APW-1 "Guardian" Portable Turret (1): Chiefwaffles, FallacyofUrist
Industrialized Warfare Center (1) : Madman
TBI-1 "Cybermap" Tactical Interface Headset (1): FallacyofUrist
EYALD MW Goggles (1) : Blood Librarian
Commando Training Program (1): Chiefwaffles
The Killing House Mk.2 (0):
Promotional Training (0):
Nanotech Based Medikit (0):
Combat Medikit (1): Chiefwaffles
Please vote people. Dear god. Please vote.

As for the other designs proposed, my thoughts:
Killing House looks perfectly fine. I slightly prefer my Commando program but again, only slightly over Killing House. Promotional Training would be good, but I think Ebbor wants us to design/revise specialists individually instead of just wholesale making a design covering all our bases specialist-wise. Also I think experience would better be served as a mechanic instead of something we design in; it just seems weird that we'd have to design the ability for our soldiers to get better over time.
Nanotech Based Medikit looks like something we should do in the indeterminate future, based on existing medical (and robotic/material) technology. Nanotechnology isn't something to do lightly, and in XCOM it doesn't look like the first medikits you create are nanotech if you're going off of that.


Also Ebbor, thoughts on a native squad experience system? Like a squad as a whole would gain experience from being deployed if they survive, and/or specialists gain experience from deployments they survive and can be attached to different squads retaining their experience. Just a thought that it would make a fun mechanic (and while proposed, the idea of designing some kind of experience system ourselves feels clunky, weird, and unnecessary).

EDIT: Also, revision I think is a good idea:
(Future) Revision: Scorched Earth Bombing
Sometimes we can't get to them all. We'll try our best, but we have to be ready for the possibility of the aliens starting ground operations unopposed by our ground forces. So we've developed this little operation to help us out in this area.

Scorched Earth Bombing is simple. We take either an aircraft of ours with ground-attack capabilities, or just borrow/commandeer/[politically-correct-term-here] a drone/bomber squadron from the closest sponsor airbase. Then we bomb an alien operation site to hell, preferably from high altitude. Bombing will continue until there are no traces of alien presence left (nothing for us to scavenge but oh well), or the aliens retreat.

This will very understandably not be as popular as actually fighting the aliens head-on. Collateral damage is also possible (though we won't aim at using this if massive civilian casualties are an option). But we'll take down some of the alien assets and prevent them from getting whatever they're after. Surely, our sponsors will understand this. This revision is mostly getting our sponsors to understand this (and let us use their bombers for this).
« Last Edit: June 24, 2019, 03:10:33 pm by 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!
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