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Author Topic: XCOM Arms Race II : VIGILO CONFIDO  (Read 14242 times)

Happerry

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #30 on: June 24, 2019, 11:07:55 pm »

Hopefully the only reason we'll need to do so this game is to make the 'Invade Enemy Planet' mission once we figure out where they're coming from. Assuming they don't do the oldcom 2 'underwater lol' route. Either that or just make a generic 'attack alien base' mission if they start making bases on earth.
« Last Edit: June 24, 2019, 11:09:45 pm by Happerry »
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Chiefwaffles

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #31 on: June 25, 2019, 02:29:31 am »

stuff
Yah, it's not 10ebbor10's fault no one would actually vote for an advanced unit class, hell, I floated one back in round one of the original go and everyone (mainly madman) said 'no, specialized troop classes are not realistic and a stupid idea' at it.
For the entirety of the last game, I had operated under the assumption that while you could specialize, you could only specialize entire squadrons at once. Which was at least a fair assumption given we had no example of an "add-on" specialization and no rules/mechanics/explanations/etc. regarding training.
But whatever. It's the past.


As for the training design, just look at the rookie description.
Quote
Rookie Training Program : A basic introduction to the entire Xcom project. The absolute minimum that any soldier needs to know to operate successfully at XCOM. Cost : 1 Unit Points.
This does not inspire confidence. When they're called "rookies", and their training is the "absolute minimum", we shouldn't need to test them in combat to see how horrible they are. I do wholesale think that we should do plenty of specializations throughout the course of the game, but before we do that we should make sure there's a solid base to work on. After all, Ebbor did say that the training is additive. A CC specialist would be better as a Commando/Operator/Whatever than a rookie.


I do think the Medikit is important, and while the Guardian turret is potentially useful I don't think it's as essential. That and, importantly, the Guardian's basically the only design proposed so far that would benefit from a token. We could do it now and potentially get a nice turret, but imagine if we could integrate alien power sources or antigrav or alloy (to make it lighter and/or better armored) into it.
I won't be crushed if it makes the vote, but I think the Medikit is more essential for our first action.

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

Subsidiary Bases (2x)
China (3): Chiefwaffles, Madman, Happerry
Germany (3): FallacyofUrist, Blood_Librarian, Madman
United States (2): FallacyofUrist
Egypt (1): Happerry
Mexico (1): Chiefwaffles

Designs (2x)
CRT-1 "Carver" Laser Cutter (0):
APW-1 "Guardian" Portable Turret (3): FallacyofUrist, Madman, Happerry
TBI-1 "Cybermap" Tactical Interface Headset (1): FallacyofUrist
EYALD MW Goggles (1) : Blood Librarian
Commando Training Program (0):
The Killing House Mk.2 (2): Madman, Chiefwaffles
Promotional Training (0):
Nanotech Based Medikit (0):
Combat Medikit (2): Happerry, Chiefwaffles
Changed my votes regarding the base. I asked Ebbor on discord (it being a quick question and me not wanting to post here for just that question), and there are no mechanical advantages to your main base over a subsidiary base. Can't say I'm the biggest fan of the system, but it works.
So based on that, I think we should put our main base in Germany instead. It doesn't fall under the annoyingly standard and boring American centralism as pretty much every other form of media and while it may not mechanically matter (unless we use an action to modify our main base the way I see it) it just makes more sense to take better care of a continent that has four nations, considering Ebbor's confirmation that the nations are all equally important.

So. Main base in Germany, to mix things up a bit and not make it possible for the aliens to super easily guess at any point (they'll have to figure out our base location somehow, and it'll be easier for them if we start in an obvious place) where it is.

Subsidiary in China, to get Asia and whatnot.
Subsidiary in Mexico, to cover North America without completely sacrificing South America.
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Happerry

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #32 on: June 25, 2019, 03:12:46 am »

Good point on the turret and tokens, and good enough arguments on Notsofter-, er, the Killing House. I still kinda want to do Egypt over Mexico given that with all nations being equal, Africa also has three nations and so is as good as North America and they'd expect Africa to be uncovered-ish compared to the big first world nations which we'll "of course" cover.

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

Subsidiary Bases (2x)
China (3): Chiefwaffles, Madman, Happerry
Germany (3): FallacyofUrist, Blood_Librarian, Madman
United States (1): FallacyofUrist
Mexico (2): Chiefwaffles, Happerry

Designs (2x)
CRT-1 "Carver" Laser Cutter (0):
APW-1 "Guardian" Portable Turret (2): FallacyofUrist, Madman
TBI-1 "Cybermap" Tactical Interface Headset (1): FallacyofUrist
EYALD MW Goggles (1) : Blood Librarian
Commando Training Program (0):
The Killing House Mk.2 (3): Madman, Chiefwaffles, Happerry
Promotional Training (0):
Nanotech Based Medikit (0):
Combat Medikit (2): Happerry, Chiefwaffles
« Last Edit: June 25, 2019, 03:46:44 am by Happerry »
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KitRougard

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #33 on: June 25, 2019, 08:09:38 am »

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

Subsidiary Bases (2x)
China (3): Chiefwaffles, Madman, Happerry
Germany (3): FallacyofUrist, Blood_Librarian, Madman
United States (1): FallacyofUrist
Mexico (2): Chiefwaffles, Happerry

Designs (2x)
CRT-1 "Carver" Laser Cutter (0):
APW-1 "Guardian" Portable Turret (2): FallacyofUrist, Madman
TBI-1 "Cybermap" Tactical Interface Headset (1): FallacyofUrist
EYALD MW Goggles (1) : Blood Librarian
Commando Training Program (0):
The Killing House Mk.2 (4): Madman, Chiefwaffles, Happerry, KitRougard
Promotional Training (0): Burned by GM for good reason.
Nanotech Based Medikit (0): Burned by creator.
Combat Medikit (3): Happerry, Chiefwaffles, KitRougard
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Madman198237

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #34 on: June 25, 2019, 09:02:23 am »

That turret, as written, shouldn't benefit from credits. We want a stationary turret that is meant to be set up right at the beginning of any deployment in a position from which it can reach enemies/cover a street/prevent anything from making its way out of the UFO/etc. It doesn't need to be lightweight, it doesn't need to be made out of supermetal. It just needs good programming.

Doing the turret now and the training would lead us to designing next turn the ultimate combat communications system---and also let us call in .50 cal fire at anything using the previously set up turret.

The medikit is great, but I would really desperately like to see the turret - training - interlinked system/Super-Land-Warrior that I really need to write up already. Then we could do the medikit and keep people in the fight longer. Training, the turret, and the interlinked systems would all keep people from being shot in the first place by making them more aware of their enemies' positions. Well, the communications system would. The turret would mostly just shoot any enemies who step too far out of cover.
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m1895

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #35 on: June 25, 2019, 12:54:58 pm »


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

Subsidiary Bases (2x)
China (3): Chiefwaffles, Madman, Happerry
Germany (3): FallacyofUrist, Blood_Librarian, Madman
United States (1): FallacyofUrist
Mexico (2): Chiefwaffles, Happerry

Designs (2x)
CRT-1 "Carver" Laser Cutter (0):
APW-1 "Guardian" Portable Turret (3): FallacyofUrist, Madman, m1895
TBI-1 "Cybermap" Tactical Interface Headset (1): FallacyofUrist
EYALD MW Goggles (1) : Blood Librarian
Commando Training Program (0):
The Killing House Mk.2 (5): Madman, Chiefwaffles, Happerry, KitRougard, m1895
Promotional Training (0): Burned by GM for good reason.
Nanotech Based Medikit (0): Burned by creator.
Combat Medikit (3): Happerry, Chiefwaffles, KitRougard
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stabbymcstabstab

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #36 on: June 25, 2019, 07:12:31 pm »

Quote from: Box Which Contains The Boats
Main Base
United States (3): Blood_Librarian, Madman, Stabby
China (1): FallacyofUrist
Germany (2): Chiefwaffles, Happerry

Subsidiary Bases (2x)
China (4): Chiefwaffles, Madman, Happerry, Stabby
Germany (4): FallacyofUrist, Blood_Librarian, Madman[/size], Stabby
United States (1): FallacyofUrist
Mexico (2): Chiefwaffles, Happerry

Designs (2x)
CRT-1 "Carver" Laser Cutter (0):
APW-1 "Guardian" Portable Turret (4): FallacyofUrist, Madman, m1895[/size], Stabby
TBI-1 "Cybermap" Tactical Interface Headset (1): FallacyofUrist
EYALD MW Goggles (1) : Blood Librarian
Commando Training Program (0):
The Killing House Mk.2 (6): Madman, Chiefwaffles, Happerry, KitRougard, m1895[/size], Stabby
Promotional Training (0): Burned by GM for good reason.
Nanotech Based Medikit (0): Burned by creator.
Combat Medikit (3): Happerry, Chiefwaffles, KitRougard
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Aseaheru

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #37 on: June 25, 2019, 08:20:49 pm »

 Toolate fer suggestions? Allrighty then, Ill just vote.

To save those who are interested time, mah votes are as follows:
>Germany Switzerland
>China, US(Also, Stabby, why?)
>Cybermap, Medkit

Quote from: Box Which Contains The Boats
Main Base
United States (3): Blood_Librarian, Madman, Stabby
China (1): FallacyofUrist
Germany (3): Chiefwaffles, Happerry, AseaHeru

Subsidiary Bases (2x)
China (5): Chiefwaffles, Madman, Happerry, Stabby, AseaHeru
Germany (4): FallacyofUrist, Blood_Librarian, Madman[/size], Stabby
United States (2): FallacyofUrist, AseaHeru
Mexico (2): Chiefwaffles, Happerry

Designs (2x)
CRT-1 "Carver" Laser Cutter (0):
APW-1 "Guardian" Portable Turret (4): FallacyofUrist, Madman, m1895[/size], Stabby
TBI-1 "Cybermap" Tactical Interface Headset (2): FallacyofUrist, Aseaheru
EYALD MW Goggles (1) : Blood Librarian
Commando Training Program (0):
The Killing House Mk.2 (6): Madman, Chiefwaffles, Happerry, KitRougard, m1895[/size], Stabby
Promotional Training (0): Burned by GM for good reason.
Nanotech Based Medikit (0): Burned by creator.
Combat Medikit (4): Happerry, Chiefwaffles, KitRougard, AseaHeru
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Man of Paper

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #38 on: June 25, 2019, 08:35:26 pm »

Quote from: Box Which Contains The Boats
Main Base
United States (3): Blood_Librarian, Madman, Stabby
China (1): FallacyofUrist
Germany (4): Chiefwaffles, Happerry, AseaHeru, MoP

Subsidiary Bases (2x)
China (6): Chiefwaffles, Madman, Happerry, Stabby, AseaHeru, MoP
Germany (4): FallacyofUrist, Blood_Librarian, Madman[/size], Stabby
United States (2): FallacyofUrist, AseaHeru
Mexico (3): Chiefwaffles, Happerry, MoP

Designs (2x)
CRT-1 "Carver" Laser Cutter (0):
APW-1 "Guardian" Portable Turret (4): FallacyofUrist, Madman, m1895[/size], Stabby
TBI-1 "Cybermap" Tactical Interface Headset (2): FallacyofUrist, Aseaheru
EYALD MW Goggles (1) : Blood Librarian
Commando Training Program (0):
The Killing House Mk.2 (6): Madman, Chiefwaffles, Happerry, KitRougard, m1895[/size], Stabby
Promotional Training (0): Burned by GM for good reason.
Nanotech Based Medikit (0): Burned by creator.
Combat Medikit (4): Happerry, Chiefwaffles, KitRougard, AseaHeru
[/quote

I'm going to hold off and see what we can expect from our designs this first turn and get a better idea of what we can be expected to accomplish as I don't feel too strongly about any design (and the designs seem more clearly decided than bases anyways).

I feel like the main base and sub-base decisions I'm going for are the best bet. I want a non-American central location since we'd probably make it run on coal, and also because Germany has themes we can draw on throughout history at least in regard to names. Since it's not going to have a mechanical effect apparently I'm voting based on possible thematics and designing ourselves some Jaguar Warriors, or Sturmtruppen, or something-cool-as-I'm-not-educated-in-Chinese-things-outside-the-fact-that-they-have-a-lot-of-history , would be cool.
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Madman198237

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #39 on: June 25, 2019, 10:03:00 pm »

Quote from: Box Which Contains The Boats
Main Base
United States (2): Blood_Librarian, Stabby
China (1): FallacyofUrist
Germany (5): Chiefwaffles, Happerry, AseaHeru, MoP, Madman

Subsidiary Bases (2x)
China (6): Chiefwaffles, Madman, Happerry, Stabby, AseaHeru, MoP
Germany (3): FallacyofUrist, Blood_Librarian[/size], Stabby
United States (2): FallacyofUrist, AseaHeru
Mexico (4): Chiefwaffles, Happerry, MoP, Madman

Designs (2x)
CRT-1 "Carver" Laser Cutter (0):
APW-1 "Guardian" Portable Turret (4): FallacyofUrist, Madman, m1895[/size], Stabby
TBI-1 "Cybermap" Tactical Interface Headset (2): FallacyofUrist, Aseaheru
EYALD MW Goggles (1) : Blood Librarian
Commando Training Program (0):
The Killing House Mk.2 (6): Madman, Chiefwaffles, Happerry, KitRougard, m1895[/size], Stabby
Promotional Training (0): Burned by GM for good reason.
Nanotech Based Medikit (0): Burned by creator.
Combat Medikit (4): Happerry, Chiefwaffles, KitRougard, AseaHeru

I'm going to swap my votes around because since the Main Base does the same thing as the Skyranger Bases I have no preference for specific countries. Now the votes are completely settled...for bases, at least. We still have a tie in the designs.
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Happerry

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #40 on: June 25, 2019, 11:53:29 pm »

Quote from: Box Which Contains The Boats
Main Base
United States (2): Blood_Librarian, Stabby
China (1): FallacyofUrist
Germany (5): Chiefwaffles, Happerry, AseaHeru, MoP, Madman

Subsidiary Bases (2x)
China (6): Chiefwaffles, Madman, Happerry, Stabby, AseaHeru, MoP
Germany (3): FallacyofUrist, Blood_Librarian[/size], Stabby
United States (2): FallacyofUrist, AseaHeru
Mexico (4): Chiefwaffles, Happerry, MoP, Madman

Designs (2x)
CRT-1 "Carver" Laser Cutter (0):
APW-1 "Guardian" Portable Turret (5): FallacyofUrist, Madman, m1895, Stabby, Happerry
TBI-1 "Cybermap" Tactical Interface Headset (2): FallacyofUrist, Aseaheru
EYALD MW Goggles (1) : Blood Librarian
Commando Training Program (0):
The Killing House Mk.2 (5): Madman, Chiefwaffles, KitRougard, m1895, Stabby
Promotional Training (0): Burned by GM for good reason.
Nanotech Based Medikit (0): Burned by creator.
Combat Medikit (4): Happerry, Chiefwaffles, KitRougard, AseaHeru

I'd still prefer the medkit, and if we aren't doing it now I'd like to do it soon, but changed my vote to break the eternal tie and allow the game to go forwards, the turret might not be my fav but it will still be useful enough.
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10ebbor10

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #41 on: June 26, 2019, 07:35:43 am »

XCOM Design Turn

Quote from: 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.
Hard 4 + 2 -1 = 5

On their first day of work, we pose our new engineers a challenge. Take this assorted pile of weaponry, and created a weapons system that can fit in the carry-on luggage of a commercial airliner. It is testament to capabilities of our engineers that they took what was supposed to be a simple hazing challenge, and created a viable weapon's concept that we're now ready to deploy.

While the Guardian doesn't technically fit in the overhead luggage (being about twice too heavy and significantly too large), it does feature a fully autonomous 20 mm cannon, easy portability and sleek aesthetics. Most of our engineers agree that those features make up for the extra ticket price.

The 20mm gun around which the Guardian is built is capable of cutting through cover, armor and flesh with ease, killing most targets with a single burst. This helps mitigate it's low fire rate, which is the result of design compromises surrounding ammunition and heat concerns. Another possible weakness is it's performance at longer ranges, where it's shortened barrel introduces reduced accuracy and bullet drop.

The Guardian's sensor system is both advanced and user manipulable. The weapon can be fired in semi-autonomous and autonomous modes. In the former, an operator approves every target. In the latter, the weapon simply fires at every target that does not sufficiently meet it's definition of human. It's suggested that the weapon's systems are kept at low scrutiny in civilian areas, as misidentification of children, elderly and extravagantly costumed people is a rare but possible occurrence.

In the end however, the Guardian is an efficient,  portable (but quite heavy) autonomous weapon platform, capable of both assisted and autonomous operation in most combat conditions.

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.

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.
Hard 3 + 4 -1 = 6

The MkII Killing House is major overhaul of our current training programs. Before, XCOM mostly relied on the existing training of it's candidates with a simple course used to streamline and integrate everyone. With the Killing House, we know have a tool capable of mimicking nearly every combat, even those involving moveable walls.

The killing House is a modular construct contained within a large factory hall. Movable cranes can be used to rebuild the structure as needed, and integrated moveable objects can move part of it around even during the exercises. An augmented reality system further aids the accuracy of the combat simulation, including both visual and sensory feedback.

As is obvious, the killing house can not simulate any excessively heavy weaponry or long range encounters.

As a result of the program, we've reclassified our force options :

Rookie Training Program : New recruits drawn primarily from memberstate 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.

Spoiler: Starting Tech (click to show/hide)

Spoiler: World (click to show/hide)

You now start your revision phase.

TURNTURNTURN
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Madman198237

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #42 on: June 26, 2019, 09:36:22 am »

Quote
"Sky Eye" Recon Drone
A civilian quadcopter drone with a camera, the Sky Eye can give its operator (who is probably also operating the Guardian turret) the ability to see things that would otherwise go unnoticed. A tablet allows him to fly the drone and control the camera. The regular camera is augmented with the IR and UV sensors from the Guardian turret. The aliens won't be able to hide from the drone, and thus they can't hide from the operator.

The Sky Eye controller's tablet can be linked to the Guardian turret, allowing the controller to directly input target locations using the turret's view and the drone's view combined. The turret can then be ordered to fire a 20mm armor-piercing round straight through the wall, as if the obstruction wasn't even there.

Ideally, the Sky Eye will be small enough to strap onto the Guardian Backpack, or to the chest rig of the operator, who could also then be carrying the turret backpack. The drone operator is expected to remain by the turret in a sheltered position where he can safely operate the drone and support the team with the turret (while also operating the turret in semi-autonomous mode) by shooting through walls and such.
« Last Edit: June 26, 2019, 03:04:17 pm by Madman198237 »
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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #43 on: June 26, 2019, 09:38:09 am »

I would suggest planning on making our turrets/armor out of a readily available material that's better defensively against whatever weapon types we spot the aliens using, but we haven't actually recovered any alien weapon tech, or seen any being used in the first place, and what flavor of death said ayy guns spit out.

We can definitely expect energy weapons that will cause massive (and deadly) heating to hit areas, and there may be a chance they might be using some form of kinetic weapon as well. Considering they're well, alien, they might not even use energy nor kinetic weaponry at all. Because of this, it's probably going to be too soon to figure out what material would be the best against whatever weaponry the aliens may get.

On the topic of weapon technologies and materials, it wouldn't be too out of the realm of possibilities for the aliens to initially use armor specialized against kinetic weaponry (if they even deploy armored units) after they realize we aren't advanced enough to have energy weapons within the first days of the invasion. However, once they find out when we start using energy weapons, they might start shifting their armor to be energy resistant.

Just something to consider. We can't be sure what materials we have available are the best against the alien weapons, and which aren't worth using, until we actually find out what type of weapons they use.
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Madman198237

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #44 on: June 26, 2019, 09:52:24 am »

We could revise our standard plate carrier rigs (basically a ballistics fiber vest with a set of pockets for composite ceramic plates) to use titanium and a heat-resistant fiber since we're concerned about energy weaponry...


Though first: Ebbor, presumably we've been reactived after the first alien raid(s) since it's functionally impossible to detect something like this coming in from space before they're entering the atmosphere to start raiding...so do we know anything about the weapons they're be using?
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