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Author Topic: XCOM Arms Race II : Ethereals  (Read 19449 times)

TheFantasticMsFox

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Re: XCOM Arms Race II : Ethereals
« Reply #255 on: July 11, 2019, 09:36:52 pm »

Personally, I think we need a more general mainline land combat unit akin to the floater, ie. something expendable but dependable. I would put forth something akin to a raptoror one of the large birds that followed them laden with twin PDWs, some built in bone armor supplemented with body armor and cybernetics.
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Shadowclaw777

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Re: XCOM Arms Race II : Ethereals
« Reply #256 on: July 12, 2019, 01:18:06 am »

Quote
”Supplanter” - Strike Fighter:
The Supplanter is a ”piloted” strike fighter that we deploy so that pesky human craft like their interceptor and transport ships don’t interfere with our plans. It is a small-medium sized vessel that carries a plasma cannon since the vessel is prepared to encounter strong low-level air defenses while pressing the attack, however it's payload is one that’s more interesting, the Supplanter supplants enemy fortification for the New World we will create here, delivering Elerium Bombs that can cause quite the havoc of a seen and an very advanced radar scanner to locate targets, the elerium explosives of this caliber would create quite the explosion against earthen targets with its greater ordanace, providing continuous bombardment and close-air support or tactical bombing for Raid Missions, as the Strike Craft provides overwatch and hovers against the landing zone and mission area for troublesome enemy aircraft and enemy reinforcements to arrive in which the Supplanter gets to work. The vessel is piloted by multiple Ophanims working in harmony as they direct the systems fire control and striking in unison. The device is more triangle-shaped than circular-shaped in its metallic hull.

Other ideas utilizing a Cybernetic Token to make the “pilot” cybernetic with the fight-craft, or a giant Ophanim that pilots it.

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.
Supplanter Strike Fighter: (1) SC777

Pick 2
Ethereal Token  : (2) TricMagic, SC777
Adaptive Genes :
Simple Cybernetics : (1) SC777
Enhanced Cloning Feedstock : (1) TricMagic
« Last Edit: July 12, 2019, 01:31:22 am by Shadowclaw777 »
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NUKE9.13

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Re: XCOM Arms Race II : Ethereals
« Reply #257 on: July 12, 2019, 07:07:50 am »

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.
That's a fair argument. Small Scouts appear to fight Interceptors to a draw, so it's not like they're useless in aerial combat. It is somewhat concerning how thoroughly outclassed we were on the ground. Hmm.

An analysis of combat results:
Canada: XCOM soldiers flatly superior to Sectoids (not super surprising), and also better at coordination/scouting than Ophanim (unfortunate). Turret dangerous, but apparently not super mobile, which allowed us to escape, I'm guessing- they couldn't chase us to the UFO without leaving behind their trump card. Still, we lost. XCOM gains: Ophanim & Sectoid corpses, plasma weapons.
India: 1v1, an Interceptor and a Scout will draw. There may be an element of luck- there was last game-, so I can't say for sure that this will continue. Still, I imagine XCOM will see the results and think "Not good enough, gotta improve our Interceptors", especially given their infantry proved more than capable. XCOM gains: nothing.
Brazil: Apparently we stormed a palace? Well, XCOM ignored this mission, presumably due to lack of resources. Good for us.
South Africa: No turret, but instead close-range weapons. It's not totally clear what that entails. Regardless, the more aggressive approach paid off for them- we were completely overwhelmed. XCOM gains: All of the loot, including Meld and an intact UFO. >:/

I think it's safe to say that XCOM got the better of us this turn, although not by a landslide- we did get the two Ancient DNA tokens from Brazil, which is nice.

I now have some questions for ebbor:
-Can we get more details on the close-range weapons XCOM used in SA? Like, are we talking shotguns here, or what?
-The Chariot is listed as costing either 1.5UP, or 1EP+0.5UP. Is that correct, or is it supposed to be 1UP+0.5EP?
-What does the cloning feedstock do? Is the idea that it can make things cheaper (amongst other uses)?
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10ebbor10

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Re: XCOM Arms Race II : Ethereals
« Reply #258 on: July 12, 2019, 07:37:40 am »

Quote
Brazil: Apparently we stormed a palace? Well, XCOM ignored this mission, presumably due to lack of resources. Good for us.

https://en.wikipedia.org/wiki/Collection_of_fossils_in_the_National_Museum_of_Brazil

Quote
-Can we get more details on the close-range weapons XCOM used in SA? Like, are we talking shotguns here, or what?
-The Chariot is listed as costing either 1.5UP, or 1EP+0.5UP. Is that correct, or is it supposed to be 1UP+0.5EP?
-What does the cloning feedstock do? Is the idea that it can make things cheaper (amongst other uses)?
1) It's actually a doctrine, rather than a weapon. Basically, think of it more like the classes from XCOM2.
2) I think it's correct?
3) It helps with the creation of organic creatures. You can fluff this however you want, from highly advanced Genetically engineered super soldier to mass produced stuff.
« Last Edit: July 12, 2019, 07:44:13 am by 10ebbor10 »
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NUKE9.13

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Re: XCOM Arms Race II : Ethereals
« Reply #259 on: July 12, 2019, 08:02:30 am »

1) It's actually a doctrine, rather than a weapon. Basically, think of it more like the classes from XCOM2.
Hmm. Well, at least they actually developed classes this time.
Quote
2) I think it's correct?
Alright. I just thought it was odd that the larger portion would be changed, but c'est la vie. I assume that having the other option as well is off the table.
Quote
3) It helps with the creation of organic creatures. You can fluff this however you want, from highly advanced Genetically engineered super soldier to mass produced stuff.
So, how is it distinct from the various types of DNA?
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Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #260 on: July 12, 2019, 08:33:50 am »

I feel like the tokens are more for providing extra benefits than actually adding to the roll or decreasing difficulty. I will note that using Earth DNA tokens in the last game didn't actually do the things we had intended to use Earth DNA for(aiding mimicry abilities for he Skin Crawlers, and uh... I don't even know why we used them for the Mutons), but rather made our units capable of surviving on Earth for extended periods. This is either because that was the purpose of those tokens, or because we had baked any other features Ebbor could think to add into the design.

So like, Superior DNA might just provide a +1, or it could make our units explicitly more powerful, while the adaptive DNA would likely be the whole 'survivability' thing like last game. I'd assume that mayhaps the feedstock helps reduce cost of the completed unit? That or it legitimately is just a direct 'makes the roll somewhat easier'.

It's likely that any of these tokens would help limit the damage from a bad roll though.
« Last Edit: July 12, 2019, 08:36:43 am by Failbird105 »
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10ebbor10

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Re: XCOM Arms Race II : Ethereals
« Reply #261 on: July 12, 2019, 09:09:00 am »

Quote
So, how is it distinct from the various types of DNA?

The tokens are designed to overlap to some extent. They rely on justification more than precise mechanics.
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frostgiant

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Re: XCOM Arms Race II : Ethereals
« Reply #262 on: July 12, 2019, 09:33:30 am »

We could use some of the Dino DNA we picked up to more easily adapt the viper, they seem like a solid choice for now when it comes to replacing sectoids.
Generally better then sectoids, Ability to create clouds of toxin at a distance, fairly mobile.
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Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #263 on: July 12, 2019, 10:45:03 am »

Yeah sure, I'm up for boobsnek. Lets add in some Raptor DNA, make 'em better at stealth and group tactics. Plus give them some feathers, cuz y'know, raptor DNA.
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frostgiant

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Re: XCOM Arms Race II : Ethereals
« Reply #264 on: July 12, 2019, 12:14:15 pm »

coatle viperkin

Csing ancient DNA acquired from the recent raid, the decision has been made to adapt the vipers to the atmosphere. Through the use of primeval reptilian DNA from a creature know as a "Raptor" to the humans, the Female reptiles will be improved.
Normally the vipers flexible form is used to create infiltrators in order to better subvert primitive governmental structures, however, the sub par quality of the sectoids, combined with the new Samples make the viper ago choice for prompt deployment.

Faster, Stronger, smarter and capable of spitting out their horridly acidic poison in a way comparable to a gas grenade, the Viper is just plain better than the servitors that are the sectoids, falling short only in their access to the gift.
The modifications caused by the addition of the primeval reptilian essence have manifested in some avian-esque feathering and an increase in muscle mass compared to the standard viper.

First draft write up of a Raptor Viper design. I think it aims at easy to normal difficulty right now, but we can add more features if we feel like rolling at a higher difficulty.
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TricMagic

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Re: XCOM Arms Race II : Ethereals
« Reply #265 on: July 13, 2019, 09:02:42 am »

Note. I have dead internet. A design to increase the amount of UP we have will be useful this turn. We are apparently going to have more VP from the Shipyards ramping up to full production after all.
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Kashyyk

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Re: XCOM Arms Race II : Ethereals
« Reply #266 on: July 13, 2019, 02:30:47 pm »

Ebbor: The Charioteer description is still the pre-revision form.

Quote from: Mercurial Batch Vats
To grow our forces at present, we have to juggle a small set of general use cloning tubes, which requires us to carefully plan our usage to avoid excessive amounts of soldier idle time, tube pattern switching and feedstock requirements.

The Batch Vats solve these problems. With a dedicated array of clone tubes, growth vats and Incubation pods, we'll be able to prepare entire companies of troops together, manage their growth rates and keep them incubated until ready for deployment. This will allow greater production of troops and a more efficient storage solution until they are deployed.

The Adaptive Genes will allow us to provide a wider variety of drug cocktails, which will be more effective at resisting allergic reactions to Terran stimuli and to prevent rejection of cloned organs and cybernetic enhancements. This will further increase our capacity to support units in the field.

The Enhanced Cloning Feedstock will allow us to provide more nutrient and energy rich feed per unit, ensuring that the same number of nutrient vats will be able to support more units.

Any thoughts on this design?
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Pavellius

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Re: XCOM Arms Race II : Ethereals
« Reply #267 on: July 13, 2019, 04:52:46 pm »

I like the batch vats. What if it included other DNA to make all our troops stronger, tougher, and smarter?
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Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #268 on: July 13, 2019, 05:25:52 pm »

Quote from: Quetzal Viper
Well, we went through the effort of both developing a strategy for acquiring this new (or rather, very old) DNA, and then actually acquiring it. We would be remiss not to put it to use. As such, with our Sectoids proving less than effective, we have taken to utilizing this DNA to produce a more capable front-line combatant. Looking for a existing specimen to work from, we come to the Viper.

The Vipers on their own have lithe serpentine form, capable of slithering along the ground at high speeds and coiling around would be aggressors  in melee range. They are possessed of two large, muscular, pressurized venom sacks which allow them to spit venom projectiles that, on contacting a surface, disperse into thick poisonous clouds. As an unintended side-effect, the size of these venom sacks, combined with their positioning, makes them appear as breasts. When combined with their lithe and agile frames, we expect most humans will assume they're all female. Considering this has no real effect on their combat capabilities, and could prove useful for softening negotiations during Infiltration, we've decided not to bother spending extra time and effort just to change this. Seeing that we will need forces capable of long-term Earth inhabitation to guard and man our in-atmosphere bases, we have also chosen to utilize samples of Adaptive DNA to allow them to properly survive in this environment.

Then comes the introduction of the Ancient DNA, for this task in particular we have chosen to utilize the Deinoinychus. With this addition the Vipers have gained increased musculature, sharp claws on the ends of their hands that will both aid in climbing up surfaces and potential melee combat, an array of sharp teeth as opposed to a pair of fangs, and on a mostly aesthetic note, colorful plumage on some parts of their body, such as a strip running down the top of the tail, the backs of their forearms, and a pattern on the back of the hood. Mentally, we have used this DNA to add new instincts, making them naturally skilled at fighting in groups, and capable ambush fighters.

All in all the Quetzal Vipers(or simply Quetzals if you would prefer) named for a 'Feathered Serpent' deity in one variant of Ancient Human mythology, should prove to be an excellent addition to our combat force. In total, this design utilizes one sample of Ancient DNA to provide the


My take on the Ancient Viper writeup made to actually make use of the Ancient DNA, since the other version could legit just not do that and the outcome wouldn't really change aside from less feathers. Also renamed them because Coatl means serpent and 'Serpent Vipers' just sounds stupid.
« Last Edit: July 14, 2019, 06:43:19 am by Failbird105 »
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Shadowclaw777

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Re: XCOM Arms Race II : Ethereals
« Reply #269 on: July 13, 2019, 06:44:30 pm »

I have three questioned directed at 10ebbor10 GM;

First, if we deploy Small Scouts, do they need a alien “unit” to pilot them, and second would it be a “tactics” change for a Small Scout for one Small Scout to be the “transport” and grounded ship while the other stays in the air and looks for targets (whether human transports, interceptors, or ground turrets) to fire upon if we deploy two or more in a mission, both can provide different roles?

Second, I understand the circumvention against the aerial warfare and importance of it, but if we were to derive some form of effective “tactical bomber” that effectively provides an escort role for the transport ship, that it could still do its job and bomb their skyrangers and enemy positions?, hopefully. There wouldn’t be any weakening to the role it would provide to ground warfare, if it can reach its position.



Velociraptor DNA? Those dinosaurs are overgrown turkeys that still performs pack tactics, you’re more likely referring to Deinonychuses and Utahraptors?, also Quetzal like a Quetzaloctus?, those things are damn creepy and huge. Also the design is only utilizing one Ancient DNAs?, no Simple DNA for long-term survival on earth’s atmosphere  and whatnot. More clarity on the actual tokens used. Also we can urilIed the tokens we get from this upon creation.
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