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Author Topic: XCOM Arms Race II : Ethereals  (Read 19456 times)

NUKE9.13

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Re: XCOM Arms Race II : Ethereals
« Reply #240 on: July 03, 2019, 11:04:48 am »

Maybe add in some proper sensors on the outside so it doesn't end up feeling trapped.
Adding better sensors would make the revision more difficult, to no major gain. The design results mention that the Charioteer wants to see the world through its own eyes, not through better sensors. If we fix the mental issues, it should be content to see the world through cameras.
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frostgiant

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Re: XCOM Arms Race II : Ethereals
« Reply #241 on: July 03, 2019, 11:37:58 am »


Quote from: Revison
(3) Charioteer Identity Fix : Kashyyk, Piratejoe, Frostgiant
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Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #242 on: July 03, 2019, 01:43:51 pm »

Quote from: Revison
(4) Charioteer Identity Fix : Kashyyk, Piratejoe, Frostgiant, Failbird
Yeah, this pretty much covers all the problems really. IIRC anyway, I don't remember anything much about the Chariot itself. I think it was kinda unstable?

Edit: Nevermind, even with the Charioteer being stable its systems are nearly falling apart.
« Last Edit: July 03, 2019, 01:46:13 pm by Failbird105 »
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NUKE9.13

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Re: XCOM Arms Race II : Ethereals
« Reply #243 on: July 03, 2019, 01:57:49 pm »

Yeah, this pretty much covers all the problems really. IIRC anyway, I don't remember anything much about the Chariot itself. I think it was kinda unstable?

Edit: Nevermind, even with the Charioteer being stable its systems are nearly falling apart.
Well, the way I read the design results, so long as the Charioteer is in control, everything basically works- albeit not as well as we hoped. I wrote the revision to be as simple as possible, but an alternative revision could be the one I proposed plus some basic mechanical fixes. Admittedly, from an action economy standpoint, that would be better- lest the Chariot require another revision later to make it more reliable-, but it would have a higher risk of failure, in which case we might not even have a working Chariot at all.
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frostgiant

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Re: XCOM Arms Race II : Ethereals
« Reply #244 on: July 03, 2019, 02:02:54 pm »

At the very least, if we fix the charioteer it won't self terminate, which it does sometimes already.
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10ebbor10

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Re: XCOM Arms Race II : Ethereals
« Reply #245 on: July 11, 2019, 11:04:52 am »

Alien Revision Turn

Quote
Charioteer Identity Fix:
The Charioteer has an unsound mind due to some flawed genetic engineering, but we can fix it. A slight rewiring of brain functions and a mental training programme will serve to make the Charioteer secure in its own identity; proud, even, of its unique status. No longer suicidally inclined to abandon its vessel, it will also no longer sing in such a discordant manner- the more confident song will better harmonise with the Ophanim Choir, the rich bass complimenting rather than clashing with the ongoing melody.
Easy: 2 + 1 + 1 = 4 (Below Average)

In our attempt to resolve the Charioteers issues, we appears to have overshot. No longer crippled by it's own identity, the Charioteers are now certain of their uperiority. They take charge of choirs with dominant voice, and similarly take control of the battle. The Charioteer has little respect for nuance or subtelity, consider all life but itself inferior, and happily exterminating targets. It is smart enough to avoid killing it's allies, but it will not hesitate to sacrifice them as pawns if needed.



OPERATION TITLE: Signal Evaluation[]
VESSEL DEPLOYMENT: 1x Scout
COMBATANT DEPLOYMENT: 1x Sectoid, Ophanim
EQUIPMENT REQUISITIONS: 1x Plasma PDW
TARGET LOCATION: Canada
OPERATION PURPOSE: Infiltration (Information Gathering on Signal)
COST OF OPERATION: 1x VP, 1.5 UP, .5 EP
COMMANDER NOTES: Infiltrate and Evaluating Signal Value

A small bird sits on a tree, singing a song to attract a mate. Unfortunately for the little critter, it attracts something else instead. It's song stops swiftly, the bird paralyzed by the Ophanim that engulfs it. Others of it's kind flit through the trees, hopping from branch to branch as the sectoids below make their way to radio station.

The Ophanim are not the only ones flying through the forest however. An electronic hum penetrates through the fortress, a drone flying above the canopy, peering through the trees to the surface below. One of the Ophanim moves towards it, intent on disabling the mechanical contraption, but a sudden loud explosion tears away the natural forest sounds. The unfortunate Orphanim is reduced to gibblets.

The remainder scatter, taking advantage of their small size to hide behind trees, under bushes or in the canopy. More shots burst through the trees, a branch of tree reduced to splinters every few seconds. With each shot an Ophanim dies, torn apart by bullet or wooden splinters, diminishing their large numbers at steady pace.

Even so, the Ophanim soon flock towards the ridge from where the fire originates, finding a small squad of human soldiers supported by an automated turret. Directed by the Ophanim, the sectoids quickly open with the plasma weaponry, a steady firerate of plasma bolts crashing into the ridge or tearing into the undergrowth, even as the humans returned fire with their own weapons. It quickly became clear however that the humans were the far better shots, and their turret could easily tear through whatever light cover could be found in the forest.

The Ophanim tried to assist, and though they could stun the humans through their odd face concealing gadgets, it rarely lasted long. The human specimens possesed amazing spatial awareness for their species, often acting quickly to support one another whenever one got stunned, if the Ophanim in question wasn't destroyed by the turret first. In the end, our forces were rapidly destroyed before we could gain any information on the signal, and we were forced to retreat.

Thanks to the sacrifice of the remaining Ophanim, our forces managed to reach the UFO and take-off before the enemy could overwhelm them.

Loss : Mission failed

-------------------------------------
OPERATION TITLE: SOUTHERN ASIA STOCKPILE ASSAULT
VESSEL DEPLOYMENT: 1x Scout
COMBATANTS DEPLOYMENT: 1x Sectoid, Ophanim
EQUIPMENT REQUISITIONS: 1x Plasma PDW
TARGET LOCATION: India
OPERATION PURPOSE: Acquisition of Ancient DNA
COST OF OPERATION: 1x VP, 1.5 UP, .5 EP
COMMANDER NOTES: Gather DNA Samples from Human Stockpiles; Inside Base’s Zone of Control.

The sleek, shimmering craft pierces through the clouds on it's way down to the surface. Moments later, two missiles erupt from the clouds, plunging after the alien craft. It changes it's course with unnatural swiftness, reversing it's steep decent and plunging back into the clouds. The missiles spin away into the distance, safely detonating in the air.  Flashes of green iluminate the clouds as the alien craft returns fire, plumes of plasma tearing through the sky.

The XCOM pilot had the condition of the engagement well, however. Firing through clouds at extreme distance, the plasma bursts lose most of their energy and dissippate before reaching the target. The advantage is shortlived however. The alien vessel is swift and maneuverable, and moves to close the distance as fast as possible. Two more missiles are launched at the advancing craft, and again the craft weaves to evade them.

This time however, it is not enough. One of the missiles comes close enough to strike the craft, leaving a large tear in the hull. Return fire is punishing, a near miss of a plasma blast scorching the XCOM fighter, but failing to destroy it.

However, it seems the UFO has had enough. As the XCOM interceptor regains it's bearings, the UFO blasts past and starts climbing away.

Stalemate : Neither side gained anything
-------------------------------------

OPERATION TITLE: WESTERN SA STOCKPILE ASSAULT
VESSEL DEPLOYMENT: 1x Scout
COMBATANTS DEPLOYMENT: 1x Sectoid, 1x Ophanim
EQUIPMENT REQUISITIONS: 1x Plasma PDW
TARGET LOCATION: Brazil
OPERATION PURPOSE: Acquisition of Ancient DNA
COST OF OPERATION: 1x VP, 1.5 UP, .5 EP
COMMANDER NOTES: N/A

The Brazil mission encounters no meaningful resistance. With Ophanim stunning all the guards and miscellaneous civilians, our sectoids have plenty of time to storm the palace and make off with the fossils inside.
Among the gains are a large skull from a fiercesome ancient T-rex, a full skeleton of a saber-toothed cat, some larger herbivores, and more.

Acquired : 2 Ancient DNA Tokens

-------------------------------------

OPERATION TITLE: ACQUIRE LIVE SAMPLES FROM OBSCURE AREA
VESSEL DEPLOYMENT: 1x Scout
COMBATANTS DEPLOYMENT: 1x Sectoid, 1x Ophanim
EQUIPMENT REQUISITIONS: 1x Plasma PDW, 1x Meld Container
TARGET LOCATION: South Africa
OPERATION PURPOSE: Abduction
COST OF OPERATION: 1x VP, 1.5 UP, 1.5 EP
COMMANDER NOTES: Inside Base’s Continent Zone of Control.
-------------------------------------

Our forces were in the midst of human material recovery operations when an XCOM Skyranger dropped into the village. A small squad of XCOM soldiers dropped into the buildings, before immediately engaging our forces. Unlike Canada, there was no sign of the automated turret, though the flying recon drone was present. Also unusually, the XCOM force was equipped with specific close range combat equipment, that they immediate used to aggressively close in upon our forces.

In confined environments, the PDW easily outmatched XCOM's own equipment, and with the aid of the Ophanim several of our sectoids managed to perform ambushes upon the XCOM forces. However, the XCOM team showed the same strong situational awareness as seen in Canada (something that we tentatively ascribe to their communication visors as well as enhanced training), giving the Ophanim little chance to isolate individual XCOM soldiers.

Even with their drone being taken out early in the fight, the XCOM force managed to retain tactical dominance of the battlefield, allowing them to pin down and eliminate our forces. Our running battle was eventually pushed back into the ship, before our force was finally overwhelmed by the superior  XCOM soldiers.

Mission Lost


 
Another supply ship has arrived, carrying essential supplies and support.

Quote from: Pick 2
Ethereal Token  : One of the Ethereals has offered their assistance, again
Adaptive Genes : These simple genes should aid us develop creatures that can survive in Earth's environment
Simple Cybernetics : Crude and painfull, these cybernetics could yet be usefull
Enhanced Cloning Feedstock : This cloning feedstock should aid in the development of a biological creature


Spoiler: Equipment (click to show/hide)

Spoiler: Map (click to show/hide)

We have entered the Design Phase

TURNTURNTURN
« Last Edit: July 11, 2019, 11:08:14 am by 10ebbor10 »
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Shadowclaw777

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Re: XCOM Arms Race II : Ethereals
« Reply #246 on: July 11, 2019, 11:17:44 am »

Before we start trying to develop a superior alien, we have additional Vehicle Points and only UFOs to use them for, because the Chariots are equipment points. So we would have additional alien “slots” for transport from the UFOs but not enough UPs to fill those slots up.
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TricMagic

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Re: XCOM Arms Race II : Ethereals
« Reply #247 on: July 11, 2019, 11:27:42 am »

Mercury Biological Industry & Gift Interface Laboratories

A Massive Labatory Complex dedicated to improving Cloning Techniques, studying and splicing DNA, as well as researching ways to integrate the gift into species we create or revive.

Effectively a Lab with top-notch equipment, which will not only improve our cloning technique, but open new ways to interface the gift into ancient species we revive. Their First Project is the Sabertooth, Named Sabers.

Quote from: Project Saber
Using the ancient skeleton, we've begun work on splicing in a physical network that allows the use of the gift to greatly boost their combat ability. This Saber will have natural shields from their projection of the gift, and can turn this projection into a force to slice through objects with claws and fang sharper than any natural thing. They can also use their gift to greatly increase the speed at which they move, and stick to walls or ceilings. They're expected to be a highly capable shock troop, and like all gifted, can communicate telepathically with the others to coordinated, though they themselves have a very short range. The Ophanim should have no issue directing them as needed however, since they do have the range.

1 Ancient DNA, 1 Superior Gene, 1 Adaptive Gene, 1 Ethereal Token & Enhanced Cloning Feedstock.
Meant to create a place that greatly improves our ability to make creatures with the gift. This is also meant to serve as a Shocktrooper as their first project. Does Require us to vote for the last two, I would want a lot of bonuses for this.


Quote from: Votebox
Mercury Biological Industry & Gift Interface Laboratories, Project Saber: (1) TricMagic
1 Ancient DNA Token, 1 Superior Gene, 1 Adaptive Gene, 1 Ethereal Token & Enhanced Cloning Feedstock.

Pick 2
Ethereal Token  : (1) TricMagic
Adaptive Genes :
Simple Cybernetics :
Enhanced Cloning Feedstock : (1) TricMagic


Bit late on that SC. Have a Design proposal.
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10ebbor10

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Re: XCOM Arms Race II : Ethereals
« Reply #248 on: July 11, 2019, 11:44:13 am »

That's basically 2 designs.
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TricMagic

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Re: XCOM Arms Race II : Ethereals
« Reply #249 on: July 11, 2019, 11:48:44 am »

I have a lot of bonuses tacked on to it. though if we absolutely can't, just the lab would do.

edit: Um. Just noting the Ethreal Help and Enhanced Cloning Feedstock is for the lab. So getting those and maybe using an adaptive would be useful.
« Last Edit: July 11, 2019, 11:56:35 am by TricMagic »
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NUKE9.13

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Re: XCOM Arms Race II : Ethereals
« Reply #250 on: July 11, 2019, 12:09:52 pm »

Don't contradict the GM, Tric. Bad habit of yours.

Anyway, Shadowclaw is right. We should work on a vehicle this turn, as we'll probably be wasting resources otherwise.
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frostgiant

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Re: XCOM Arms Race II : Ethereals
« Reply #251 on: July 11, 2019, 01:21:46 pm »

well now, looks like x-Com worked on improving their infantry quite a bit .

on the other hand, while working on a vehicle would let us fully leverage, we could also use those Vp to increase the deployed UFO's on missions to prevent souther asia from repeating. The longer we hold off on a better infantry, the longer we lose to a skyrangers worth of troops.

I would argue it would be better to make a better unit first, because VP can be used to let our units land. Chances are also good that they improve their Fighter this turn, so I'm am arguing for either increasing UP or a better unit to spend it on.
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TricMagic

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Re: XCOM Arms Race II : Ethereals
« Reply #252 on: July 11, 2019, 01:33:03 pm »

Mercury Biological Industry & Gift Interface Laboratories

A Massive Laboratory Complex dedicated to improving Cloning Techniques, studying and splicing DNA, as well as researching ways to integrate the Gift into species we create or revive.

Effectively a Lab with top-notch equipment, which will not only improve our cloning technique, but open new ways to interface the gift into ancient species we revive. This is expected to improve our UP as failures due to sub-standard equipment become less common, as well as reducing the cost of units by being able to fully map them for the machines to create. The study of Gift Integration will also help in adding, modifying, and creating those who make use of it, as well as creating special abilities that make use of it.

To help with this, we've tapped a local Ethereal to help out with setting up the research labs, as well as studying the gift. In addition, since we need to boost UP, we've taken the Enhanced Cloning Feedstock and Adaptive Gene for research purposes.



This better?
Also wouldn't mind an acronym here either.
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Shadowclaw777

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Re: XCOM Arms Race II : Ethereals
« Reply #253 on: July 11, 2019, 01:45:05 pm »

well now, looks like x-Com worked on improving their infantry quite a bit .

on the other hand, while working on a vehicle would let us fully leverage, we could also use those Vp to increase the deployed UFO's on missions to prevent souther asia from repeating. The longer we hold off on a better infantry, the longer we lose to a skyrangers worth of troops.

I would argue it would be better to make a better unit first, because VP can be used to let our units land. Chances are also good that they improve their Fighter this turn, so I'm am arguing for either increasing UP or a better unit to spend it on.

Well I was going to recommend something like a Bomber or CAS Fighter, I don't know whether the design would go with ”Plasma Bombs” or more fancy ”Guided Elerium Missiles”, the Skyrangers have to land right to deploy their troops, therefore radar scanner. I believe you can put a defense plasma cannon on it, maybe have an Giant Orphanim Blob be the ”pilot” of such a craft. I believe making a multi-role fighter that can both intercept and bomb, might be too difficult and imbalancing to make?

I also wonder with our alien technology if we can go in with hacking, maybe the cybernetics token, you start with first detection and shut down technology against their Camera Quadcopters (Thats what I assume their drones are), Turrets, and Communication Visors and their for asserting control technolgy. Be devious and utilize trickery in that area, and utkise their equipment against them.
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Kashyyk

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Re: XCOM Arms Race II : Ethereals
« Reply #254 on: July 11, 2019, 02:15:28 pm »

We could use the spare VP to send escort craft along on missions, but obviously those wouldn't be filled with troops in our current state.

That would give us the air superiority we need for the moment to allow us to focus on our troops, be they more or better. Although hopefully the charioteer will perform well. I do like the idea of a UP increase design.


EDIT: An alternative to a new unit/UP increase would be something that targets XCom's electronics reliance (in the drone, auto turret and comm visor). In the lore, psionics works well against biologicals, perhaps we can develop a version to mess with electronics? That would restrict their main source of fire power and their information advantage.
« Last Edit: July 11, 2019, 05:21:53 pm by Kashyyk »
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