Revision: TACTICAL Computing
Nav Token
Well we've sure put a lot of responsibilities on the TACTICAL; we need to polish it and improve its processing capabilities to be fully capable of what we've been trying to get it to do. Based on what we've recovered of the navigation computer within a UFO (nav token), we can implement computing principles inspired by this recovered tech. In addition to improving the capabilities of the TACTICAL without forcing more expensive miniaturization/extremely-high-quality computing parts, the literally alien aspects of the inner workings of TACTICAL should improve security. It's significantly harder to hack something you don't know how it works. (And while mostly just to prevent unnecessary difficulty increases, it's not 100% alien computing so it's not like it makes it easier for aliens to mess around with it either).
TACTICAL will be able to process stimuli and make decisions/show it to visors more quickly. Improved processing capabilities will also unlock proper usage of alien anatomy and technology we already programmed into the database with EEEEEEEEEEEE -- the TACTICAL already knows what a grenade looks like but this improved computing power will allow it to figure out that it is in fact a grenade and everyone should really get away from it right now before the grenade explodes. Same for alien combatants; improved computing capability lets the TACTICAL more quickly process the alien combatant based on known combatants and in the case of new hostiles, known alien biological/technological design cues, in order to present (known or likely-as-determined-by-TACTICAL) weak spots to our soldiers and automated weapons (the Guardian so far).
So in summary, we spend a revision improving the actual power of TACTICAL with the help of alien computing experience via the nav token. Alien-hybrid computing gives us some security to our sponsors/nations (hopefully increasing profits as it was stated to be a harmer of those in EEEEEEEEEEEE), and the improved power lets it analyze tech+alien combatants to give useful pertinent information to soldiers in the field while it's still useful (e.g. that's a gun, that grenade is about to blow this area up, that's a hidden door, records show that this alien dislikes being shot in the head, and based on how aliens' anatomy usually works this new one probably won't like getting shot in the head). The actual tech/anatomy analyzing was already done in E12 design, we're just giving TACTICAL power to make good use of it in the field.
Normal : 2 +3 =5
The latest improvement of the TACTICAL system includes yet more functionality. With alien technology retrofitted into the system, we managed to considerably improve performance in various fields. Alien Identification, classification and database summarization are now all offloaded to dedicated expert systems, allowing the main system to focus on it's primary tasks without delay or interruption.
The combat analysis system is very good at analyzing known threats, and we assume decent with alien threats. Evaluating performance against unknown threats that are beyond human comprehension does come with some serious error margins, so the actual performance remains unknown untill we can test it in the field.
As a side note, our engineers have informed that the TACTICAL system is increasingly deviating from the original plan. Further significant alterations may become more difficult, or rely on a dedicated production pipeline.
TACTICS : A high tech/alien-tech visor that provides squad awareness, threat identification and analysis, interfaces with our technology and more. 0.75 EP per squad
INCOMING ALIENS DETECTED
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Bogey 5&6Vessels Detected : 2 Small Vessel
Location : Germany
Current Situation : Landed
We got a priority alert from the Chancellor. Somehow, the aliens managed to slip right through our radar network, and are now terrorizing trying to wipe the city of Bielefeld of the map. Casualties are significant, with alien forces appearing to focus on maximum destruction. Local police forces have engaged with the enemy, but where routed with heavy casualties by some small alien vehicle equipped with rapid fire plasma weaponry.
Our old friends the sectoids and the flying pancakes are present too.
Bogey 7&8Vessels Detected : 2 Small Vessel
Location : China
Current Situation : Landed
Another radar failure, this time in China. Two small vessels slipped through, attacking a small village with the intent to abduct the population. The attack appears to be winding down, with the final sectoids and flying pancakes herding humans into the UFO. Another of the alien vehicles is present here, though it does not appear to be aiding in capturing operations.
Bogey 9&10Vessels Detected : 2 Small Vessel
Location : Egypt
Current Situation : Airborne
At least something went right. These 2 small vessels were observed on descent to Egypt. Given their similar size to the two other attacks, we expect similarly sized attack forces.
Vehicles
Raven (Interceptor) : Way beyond the bleeding edge of technology, the Raven is far beyond any other jet fighter ever build on Earth. With upgraded avionics, adjusted tracking, and advanced pulse detonation engines, the Raven is capable of pursuing even high speed alien craft. If needed, it can use it's avalanche missiles to shoot down any intruders. Cost : 1 VP
Skyranger (Troop Transport) : World's first supersonic troop transport. The Skyranger is high speed, heavily armored troop transport, capable of deploying and retrieving two squads of soldiers in various situations. Cost : 1 VP
Equipment
Standard Issue Weaponry: The best of the best (within reasonable price range), from armories all over the world.
Breaching Charges : Heavy duty demolition explosives, great for blasting into enemy UFO's if you don't particularly feel like getting them intact. 1 EP
Autonomous Portable Weapon "Guardian" : Autonomous 20mm man-portable deployable turret. Can be operated in assisted or autonomous (fire at anything non-human) modes. Heavy. 1 EP.
"Sky Eye" Recon Drone : An unarmed civilian recon drone with multi-spectrum optics capable of interacting with the Guardian system. Limited by data throughput issues. 0.5 EP.
TACTICS : A high tech visor that provides squad awareness, interfaces with our technology and more. 0.75 EP per squad
Training Program
Rookie Training Program : New recruits drawn primarily from member state militaries, who have completed basic introductory courses to bring them up to speed with the XCOM project, but are basically normal soldiers. Cost : 1 Unit Points.
Operator : Soldiers who have completed at least one batch of Killinghouse tests with adequate scores. Cost : 2 Unit Points.
Master Operator : Soldiers with extensive experience with the XCOM project, and considerable training on the Killinghouse's most difficult courses Cost : 3 Unit Points.
Close Combat Specialist : Assign a close combat specialist to the chosen squad. This does not increase squad size. Can not be deployed independently Cost : 1 UP
Engineer : An engineer specialized in the use of drone, robots and turrets [Decrease cost of 3 pieces of applicable equipment by 0.25 EP] Cost 1 UP
Tech
EEEEEEEEEEEE(+1 EP this turn, + 2 EP next turn)
Mission Profiles
- Interception: A basic mission to destroy incoming UFO's.
- Down and Capture : A basic mission to force UFO's to land and then capture their valuable materials
- Investigation : A basic investigation mission, that tries to find Ethereal symphatizants.
XCOM Resources
3 VP
6 UP
3+1 EP
1 meld, 1 ufo power core, 1 ufo hull
1 Elerium, 1 Doctrinal Support
1 Alloy,
1 Intel token [Can be activated to trigger a special mission, which gives unique loot]
Main Base : Germany (Europe)
Subsidiary bases
- China (Asia)
- Mexico (North America)
Africa
---> Egypt
---> South Africa
---> Nigeria
Asia
--->Australia
--->China
--->India
--->Japan
Europe
--->France
--->Germany
--->Russia
--->United Kingdom
North America
--->Canada
--->Mexico
--->United States
South America
--->Argentina
--->Brazil
We have entered the Interception phaseTURNTURNTURN