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 ProgramWe'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.
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.
Design: XCOM Agent Training Program
XCOM Agents are trained in stealth, mental control, adaptability (even more-so than Commandos), controlling the situation, and investigation. Agents are added onto a squad -- we pick the best possible candidate through numerous tests and trials, then have them go through training. If possible, Agents are also trained in solo missions where they're sent out alone.
The compiled reports from before XCOM's formation (and during) indicate that people believe the aliens to have some kind of "magic". What will stop them from controlling our own soldiers' minds? From reading their mind to find tactics? Convincing them that infiltrators are perfectly normal?
Agents will help this. Using our best technology (and lighter armor/weaponry) combined with their wits, they'll beat the enemy at their own game. They can interview anyone on the go, even in the field, and make quick and accurate conclusions from the available evidence. Their interrogation skills are something to behold. They won't break, and they'll always have a plan. If the enemy does try to use the mental... psionics we've heard about against them, then Agents should prove at the very least more resistant to it than most.
In battle when attached with another squad, Agents will go out ahead alone, scouting for trace evidence of current/former(/future) alien presence, and interrogating/questioning any witnesses who have not yet fled the scene. They'll keep the rest of the squad constantly up to date with their well-analyzed intelligence, while attempting to avoid direct confrontations with the enemy. If detected or at risk of imminent detection, they'll either flee, fight back to the best of their talents (ambushing is a powerful tactic), or pretend to be a low-value civilian target. We don't advise the last option as anything other than a last resort.
When sent solo (if that's possible), Agents will still focus on stealth. If it isn't an active situation (active situations being places where the civilians if any would already be quite alarmed, like from an alien spacecraft crashing into a building), then they'll blend into the crowd and hide in plain sight. They'll focus on sabotage/assassination of high-value targets and/or investigation of potential alien activity/infiltration. When not burdened by an active situation or an attached squad alarming the aliens in general, they should be able to hide more easily and perform better investigation.
Agents are instructed to leave behind partial reports in hidden places based on agreed-upon specification in case they don't make it to debriefing.
While Agents are trained in hand-to-hand combat at a higher degree than other operatives (they may be in situations where they don't have their weapons on them or their weapons can be disarmed), they are not "masters of kung fu". Sorry. They do, however, wear very nice black formal suits meant to conceal our smaller weapons and tech and with agility/dexterity in mind.
At some point we totally want to give them sunglasses with advanced technology, but that'll have to wait for another day and design.
In summary, Agents are stealthy investigators using light weapons and tech to investigate alien activity and presence, as well as perform espionage-like missions such as straight-up investigations or sabotage/assassination. They're trained to hopefully avoid detectability and vulnerability to Alien "psionics", as well. They can be attached to another squad to scout ahead stealthily and provide useful intelligence, or sent solo on missions.