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Author Topic: XCOM Arms Race II : VIGILO CONFIDO  (Read 14280 times)

Madman198237

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #75 on: June 27, 2019, 09:18:47 pm »

XM25 is developed from the XM29 and I'm using *that* launcher, which is 25mm and much more heavily computerized so it has more capabilities, as well as having the larger magazine. The Chinese aren't really a trustworthy source for that, though it's certainly possible that their less-computerized grenades do pack more explosives, they definitely don't outmatch the 25mm option.

XAMWS would be hands-down better than any XM29/XM25+XM8 recombination/QTS in weight and capabilities just because we're using space magic Arms Race design capabilities, and that's just in a revision. Well, also because we'd be making it out of titanium which is basically cheating when it comes to weight.
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10ebbor10

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #76 on: June 28, 2019, 04:10:54 pm »

XCOM Revision Turn

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.

Normal 1 + 3

In theory, it should have been fairly simple. Pick a drone with proper weight, attach the cameras of the Guardian system, write some code to get the systems to talk to one another, and done. In practice, it was that simple. Well, mostly. The main issue is data through-put. The sensor system creates a tremendous amount of HD data, and it all needs to be transferred over the same encrypted radio channels we use for all our other communications. With the available restrictions, we can only transfer a limited view, giving the operator IR, UV or visible light, but not at the same time.

"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.

Quote
Training: Engineer
We're already going to be deploying turrets. We may be deploying drones already too. And in the near future, who knows what else we'll design that could use in-field maintenance, control, and oversight?

The Engineer is a lighter specialization trained in these matters. Ultimately training is pretty simple -- we take candidates who show the most potential in technology/engineering/etc., give them advanced briefings on the tech they'll be using, and give them some more time in the Killing House with tech.

Gear is straightforward. While of course still trained in combat, they will use lighter weapons like SMGs and Personal Defense Weapons. Like the P90. P90s are cool and need to be used more. Other equipment is on the lighter side, without making them practically naked in combat.
This is to free up space and weight for the engineer to carry deployable tech (like the Guardian, and potentially the Sky Eye) as well as the rest of their kit. Their kit covering a control tablet to interface with our technology for control and field software modifications, and a small toolkit for performing repairs and modifications to hardware on the field.
Engineers will be an add-on to existing squads, with the exact number varying depending on how much oversight/maintenance/etc. our deployed technology needs. Though most likely 1(-2) engineers.

Overall, it's mostly focusing our tech-oversight needs on one specialization that's some degree better equipped to deal with them. They should be much better at getting the most out of our tech, whatever it is.
Normal : 2+2 = 4

Drones, turrets, robots. These are the tools of the engineer. After reassuring our engineering teams that we wouldn't be sending them out into combat, we got them working on a practical program to get the most of soldiers use of advanced technology.

The result is the engineer. Favoring a lighter basic combat loadout, but carrying highly advanced equipment with which they're intimately familiar, the engineer can perform both a useful support role commanding drones for recon, or heavy turrets for direct fire support. When isolated from their equipment however, the engineer has to make do with lighter and smaller weaponry than most soldiers.

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



The aliens are coming. We've already seen several probing raids, in response of which the XCOM project has been reactivated. While most of the recovered equipment was turned over to XCOM and found worthless, rumor has it that some more functional pieces ended up on the black market.

Black Market (Pick 2)

Weapon fragment token : Some unidentified fragments of an alien weapon
Alien Alloy Token : A small collection of alien materials
Alien Alloy Token : A small collection of alien materials
Alien Nav Token : The navigation system of an ancient alien scout. Supposedly originates from Roswell, but all alien artifacts say that


Spoiler: Starting Tech (click to show/hide)

Spoiler: World (click to show/hide)

We now go to the proper order. Pick your tokens and 1 design.

TURNTURNTURN
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Happerry

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #77 on: June 28, 2019, 05:29:10 pm »

Well, those rolls weren't the best, but we'll make do.

For fragments, I'm thinking 1 Weapon Fragment and 1 Alloy Fragment, which we can use to make lasers and/or alloy armor, respectively? I'd prefer lasers this time because we did railguns last game for our starting weapon upgrade, mainly. Or we could take two Alloy Fragments and spend them on the same armor project to make sure that if we roll poorly again we're still likely to get good armor.
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Chiefwaffles

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #78 on: June 28, 2019, 06:59:12 pm »

Targeting Assistance and Comprehensive Tailored Information Computer System

The TACTICS is the culmination of our existing technology thus far. With technology from the guardian, lessons from the Sky Eye, civilian commercial AR technology ((Leap, Hololens, even the Kinect)), military AR tech, and the R&D done in this design, we can make something very useful.
Simply put, the TACTICS is a head-mounted computer and augmented reality visor. A suite of sensors constantly gathers data that is then analyzed by the system to look for targets and other potentially important elements. This part is largely just cribbed from the Guardian, albeit with some miniaturization effort and a bit less extensive sensors to lower mass+space usage. Considering that the Guardian is mostly just ammo/battery storage and not much computer, miniaturization of this stuff should hopefully not be incredibly hard.

The TACTICS visor shows outlines of and highlights potential targets, wherever they may be -- even through . It communicates with other technology in the field -- other TACTICS visors, Sky Eyes, Guardians, etc. -- using lessons of what not to do from the Sky Eye to minimize used bandwidth. TACTICS highlights any targets sighted by other technology, and can show the status of autonomous units -- e.g. the ammo counter of a Guardian. It can also receive/send picture-in-picture, so another operative could for example send his viewpoint to the squad.

Basic vitality monitoring in the system keeps track of all operatives, with an operative being listed as in one of three states: ACTIVE (fine), CRITICAL (wounds severely compromise abilities, potentially life-threatening), and DECEASED. CRITICAL statuses are shown to the user to recognize life-threatening injuries immediately. A SOS command signals an operative requires immediate aid from all nearby assets. The TACTICS sends current soldier location across the net for better squad coordination, but this feature can be toggled off if channels are compromised.

TACTICS allows its user to give commands to nearby tech via hand gestures, eye tracking, winking (like clicking, even), linked tablets, and/or voice commands. Luckily the fact that this is all existing -- surprisingly simple -- existing commercial tech makes our jobs easier. Operatives can send pings to their squad -- by looking at a target and making a certain gesture/wink/etc., a soldier can silently ping an exact location (no need to try and describe it) for everyone. A different gesture may request a Sky Eye to hover over the area for better intel, another could order a Guardian turret to fire a burst at the target.
We trust our soldiers to respect the chain of command and don't have default restrictions on commands such as commanding around tech, but a commanding officer/engineer can optionally restrict access to potentially dangerous functions if an operative is compromised/panicking/whatever.

The system is designed for modular integration of new technology and I/O sources. E.g., operatives' weapons are configured to send data about ammo count to their HUD; with (hopefully already existing) basic sensors on the gun, it can predict and show potential bullet trajectories (bullet drop, recoil, etc.) based on where the gun is pointed. Future integration of technology is a heavy consideration.
We also buy a very small civilian drone (definitely not a toy we bought thank you) with a low-resolution camera, to be linked to the network and equipped as part of operatives' gear. Need to know what's around the corner? Let your drone go and have your TACTICS show you what it sees.

The TACTICS is best described as a video-game HUD "with cheats" for our soldiers. (Potential) enemies are highlighted -- even through walls and commands can be given to autonomous units. Squad status is always known. Location pinging obsoletes old methods. Engineers will love increased avenues to interface with tech. And more.


Quote from: smotes
TACTICS (1): Chiefwaffles
TACTICS is based off of existing technology, has synergy with all of it, and should really help our soldiers.

Also Ebbor, do engineers give a noticeable boost to tech effectiveness or is their only benefit the decreased EP costs?
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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 #79 on: June 28, 2019, 07:00:07 pm »

Quote from: smotes
TACTICS (2): Chiefwaffles, Madman

I think for now we do the TACTICS visor system and get two alloy tokens, because for our next design, I think we should absolutely build this:

Spoiler (click to show/hide)

Except maybe made out of alien alloys for that extra lightweight, weapons resistant quality. By the way...it can fly. With a commercially-available jet system attached to it, anyway. We can definitely alter that a bit to make it better.
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10ebbor10

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #80 on: June 29, 2019, 01:09:14 am »

Quote
Also Ebbor, do engineers give a noticeable boost to tech effectiveness or is their only benefit the decreased EP costs?

There's an improvement.
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Happerry

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #81 on: June 29, 2019, 01:27:04 am »

Quote from: votes
TACTICS (3): Chiefwaffles, Madman, Happerry

I wouldn't be against doing a two token advanced alloy armor next turn, though going full Iron Man feels like a definite step too far. Also we really need more points soon.
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Screech9791

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #82 on: June 29, 2019, 08:18:40 am »

Quote from: votes
TACTICS (4): Chiefwaffles, Madman, Happerry, 0cra
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Chiefwaffles

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #83 on: June 29, 2019, 02:50:03 pm »

We should probably also do the black market token thing.
Quote from: smotes
Tokens
1 Alloy, 1 Nav (1): Chiefwaffles
Design
TACTICS (4): Chiefwaffles, Madman, Happerry, 0cra
Alloy is useful for armor in the near future, and Nav is useful for upgrading our aircraft. Which we should really do. Or at least just be prepared for. I'd probably want to use the Nav token in a revision to either really upgrade our drone, or upgrade our interceptor. Though I'm not sure about whether it can be used for revisions.
Ebbor, can tokens we buy this turn be used this turn, or do we have to wait until our next design phase to gain access?

As for ironman armor, I'll have to go with a heavy "no". Doesn't seem right flavor wise, and really doesn't seem right balance wise to have a suit of effective full-coverage armor with full flight capabilities right at/near the beginning. We should probably consider armor for our design next turn, at the very least. IMO it should be better/more unique (maybe "smart armor" with tech integration, though not powered until we get an elerium token) than just "Alloy Vest" but significantly less ambitious than "full plate flying ironman armor".
But let's talk about that if/when it's proposed, instead of polluting the thread with a potential argument now.
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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!

10ebbor10

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #84 on: June 29, 2019, 04:13:43 pm »

You can use tokens.
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Aseaheru

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #85 on: June 29, 2019, 06:50:47 pm »


Quote from: smotes
Tokens
1 Alloy, 1 Nav (1): Chiefwaffles
1 weapons, 1 alloy | (1): AseaHeru
Design
TACTICS (5): Chiefwaffles, Madman, Happerry, 0cra, AseaHeru

I agree that going full-on ironman is not a reasonable idea, but I do think that some form of powered armor suit will be wanted in the future, which may give rise to flying versions eventually.
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m1895

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #86 on: June 29, 2019, 08:30:03 pm »

Quote from: smotes
Tokens
1 Alloy, 1 Nav (2): Chiefwaffles, m1895
1 weapons, 1 alloy | (1): AseaHeru
Design
TACTICS (6): Chiefwaffles, Madman, Happerry, 0cra, AseaHeru, m1895
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stabbymcstabstab

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #87 on: June 29, 2019, 09:15:07 pm »

Quote from: smotes
Tokens
1 Alloy, 1 Nav (2): Chiefwaffles, m1895, Stabby
1 weapons, 1 alloy | (1): AseaHeru
Design
TACTICS (6): Chiefwaffles, Madman, Happerry, 0cra, AseaHeru, m1895, Stabby



While the weapon fragment calls to me, The Nav system is probably going to be a pain to get in the future, alien small-arms probably won't be.
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Madman198237

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #88 on: June 30, 2019, 11:31:31 am »

Quote from: smotes
Tokens
1 Alloy, 1 Nav (3): Chiefwaffles, m1895, Stabby, Madman
1 weapons, 1 alloy | (1): AseaHeru
Design
TACTICS (6): Chiefwaffles, Madman, Happerry, 0cra, AseaHeru, m1895, Stabby
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10ebbor10

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Re: XCOM Arms Race II : VIGILO CONFIDO
« Reply #89 on: July 01, 2019, 09:27:18 am »

XCOM Design Turn

Quote
Targeting Assistance and Comprehensive Tailored Information Computer System

The TACTICS is the culmination of our existing technology thus far. With technology from the guardian, lessons from the Sky Eye, civilian commercial AR technology ((Leap, Hololens, even the Kinect)), military AR tech, and the R&D done in this design, we can make something very useful.
Simply put, the TACTICS is a head-mounted computer and augmented reality visor. A suite of sensors constantly gathers data that is then analyzed by the system to look for targets and other potentially important elements. This part is largely just cribbed from the Guardian, albeit with some miniaturization effort and a bit less extensive sensors to lower mass+space usage. Considering that the Guardian is mostly just ammo/battery storage and not much computer, miniaturization of this stuff should hopefully not be incredibly hard.

The TACTICS visor shows outlines of and highlights potential targets, wherever they may be -- even through . It communicates with other technology in the field -- other TACTICS visors, Sky Eyes, Guardians, etc. -- using lessons of what not to do from the Sky Eye to minimize used bandwidth. TACTICS highlights any targets sighted by other technology, and can show the status of autonomous units -- e.g. the ammo counter of a Guardian. It can also receive/send picture-in-picture, so another operative could for example send his viewpoint to the squad.

Basic vitality monitoring in the system keeps track of all operatives, with an operative being listed as in one of three states: ACTIVE (fine), CRITICAL (wounds severely compromise abilities, potentially life-threatening), and DECEASED. CRITICAL statuses are shown to the user to recognize life-threatening injuries immediately. A SOS command signals an operative requires immediate aid from all nearby assets. The TACTICS sends current soldier location across the net for better squad coordination, but this feature can be toggled off if channels are compromised.

TACTICS allows its user to give commands to nearby tech via hand gestures, eye tracking, winking (like clicking, even), linked tablets, and/or voice commands. Luckily the fact that this is all existing -- surprisingly simple -- existing commercial tech makes our jobs easier. Operatives can send pings to their squad -- by looking at a target and making a certain gesture/wink/etc., a soldier can silently ping an exact location (no need to try and describe it) for everyone. A different gesture may request a Sky Eye to hover over the area for better intel, another could order a Guardian turret to fire a burst at the target.
We trust our soldiers to respect the chain of command and don't have default restrictions on commands such as commanding around tech, but a commanding officer/engineer can optionally restrict access to potentially dangerous functions if an operative is compromised/panicking/whatever.

The system is designed for modular integration of new technology and I/O sources. E.g., operatives' weapons are configured to send data about ammo count to their HUD; with (hopefully already existing) basic sensors on the gun, it can predict and show potential bullet trajectories (bullet drop, recoil, etc.) based on where the gun is pointed. Future integration of technology is a heavy consideration.
We also buy a very small civilian drone (definitely not a toy we bought thank you) with a low-resolution camera, to be linked to the network and equipped as part of operatives' gear. Need to know what's around the corner? Let your drone go and have your TACTICS show you what it sees.

The TACTICS is best described as a video-game HUD "with cheats" for our soldiers. (Potential) enemies are highlighted -- even through walls and commands can be given to autonomous units. Squad status is always known. Location pinging obsoletes old methods. Engineers will love increased avenues to interface with tech. And more.
Normal : 2+1 (Buggy Mess).

It should have been simple. Buy a bunch of the shelf technology, integrate it, and be done with it. It was not.

The first trouble started when our drone shipment was somehow misdelivered to Kuala Lumpur, and there seized by local authorities. Pressing on with what materials we did have, we succeeded in creating a prototype visor that mostly responded to specifications, but the associated software is seriously lacking.

System security is laughable, and worse, can serve as an attack vector for any other connected system. In one memorable event, a Guardian turret was infected with pop-up ads. It's lucky that there were no naked nubile virgins on the test range, because they would have been terminated with extreme precision.

Further issues involve the heuristic gesture learning system, which has the unfortunate tendency of picking on context queues. For example, if someone becomes involved in a firefight, it will request medical attention and support even before that is needed, and even if isn't needed. When shot by suprise, the system does not recognize the gesture.

Squad overlay, video and everything else mostly works, but accessing the controls requires a fair bit of a hope and prayer . In addition, the communication throughput issue has not been resolved by increasing the amount of data that needs to be sent near tenfold. As a result, transfering imagine is dynamically restricted, often to the point of uselessness.   

TACTICS : A high tech visor that looks really good on recruiting posters. Also, it does things, but most soldiers take out the batteries. 1 EP per squad


Spoiler: Starting Tech (click to show/hide)

Spoiler: World (click to show/hide)

We have entered the revision phase

TURNTURNTURN
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