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Author Topic: XCOM Arms Race II : Ethereals  (Read 19903 times)

Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #270 on: July 14, 2019, 05:58:48 am »

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.
Having been made aware of the reality of Velociraptors(I knew they where feathered, I didn't know they where pet sized) I have indeed adjusted.

Quetzal as used here however is sourced from Quetzalcoatle the Mesoamerican deity known as the Feathered Serpent, and, y'know, the design is for Serpents that have Feathers. I'll make a note of this in that last part of the write-up I suppose.

I didn't necessarily want to use an Adaptive DNA because we only have one of them, and I wasn't sure we really needed a pure combat unit to be spending more time on Earth than is needed for a mission, and we only had one. It was late then so I was tired, and I have since realized that we should probably have something for guarding our on-world bases. So yeah, I'll probably include the Adaptive DNA, but I don't want to wind up using our only Adaptive DNA for a soldier instead of an Infiltrator, so I'd want us to be getting a new Adaptive DNA as well in that case.
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Kashyyk

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Re: XCOM Arms Race II : Ethereals
« Reply #271 on: July 14, 2019, 06:03:09 am »

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
Mercurial Batch Vats: (1) Kashyyk

Pick 2
Ethereal Token  : (2) TricMagic, SC777
Adaptive Genes :  (1) Kashyyk
Simple Cybernetics : (1) SC777
Enhanced Cloning Feedstock : (2) TricMagic, Kashyyk
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NUKE9.13

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Re: XCOM Arms Race II : Ethereals
« Reply #272 on: July 14, 2019, 06:04:31 am »

I'm actually kinda leaning towards the Batch Vats, boring as they may be. As is, any alien we make this turn is either going to be too expensive to deploy considerable amounts of, or less effective than it could be due to cost-cutting. I'd kinda like to aim for a 2UP unit, but at present we'd only be able to deploy 3 of them with no backup.
Although, I suppose we could do a thing where we deploy 2 of them, 2 Ophanim, and 2 Chariots. Split into two missions, that might be enough to win on the ground...

Hmm. I'm going to re-suggest this. I consider the Viper variants interesting, but I was also amused by Roseheart's suggestion of raptor cavalry.

Quote
Xenoraptor:
Rawr rawr rawr rawr rawr, rawr rawr rawr. Rawr rawr- rawr rawr rawr, rawr rawr rawr rawr.

The Xenoraptor is a combination of the Ancient DNA of what some humans call a 'Velociraptor' (but other, more knowledgeable humans call 'Deinonychus'), some reptilian DNA from our gene banks, and some parts of contemporary Earth bird DNA [Adaptive Genes]. The result is an imposing creature, standing at almost 2 meters tall (when fully upright; they can duck down to fit through small spaces) on two strong hind legs ending in feet with ludicrously big talons. From head to tail it is over 3 meters long- the tail being long and prehensile to serve as a balancing measure. The arms are not nearly as powerful as the hind legs, but do sport sharp claws that the Xenoraptor can use to grasp its prey before biting down with its razor-sharp teeth. The Xenoraptor has feathers, with an impressive display of brightly coloured plumes (which can be fanned out as a threat display, or flattened to avoid detection) on its head, and more muted brown feathers covering the arms and back, with a tuft of feathers on the end of the tail. It is not completely covered in feathers, though, as analysis of Earthling communications indicates that such a middle ground is likely to cause maximum division amongst human commentators.
Xenoraptors have more or less no capacity for the Gift, other than being receptive of telepathic messages (for giving commands or sharing intel). They are essentially animals- albeit quite clever ones, well trained to follow our commands, and capable of independent operation (ie they will hunt down enemy forces without directions, and can set up 'ambushes' by themselves, but will not make strategic decisions or handle complex tasks alone). Their vision is average, and not movement-based, because that would be bloody stupid. They can run considerably faster than a human, can jump long distances, and are actually pretty good at climbing as well- capable of scrabbling up a sufficiently clawhold-rich wall in short order.

Xenoraptors are obviously extremely useful as melee combatants, being natural predators who excel at ambush tactics, and capable of rapid, agile movement, quickly bringing them within striking distance of foes, who they can then tear to pieces with tooth and claw. Survivability is partially reliant on their ability to simply dodge gunfire, though they are also tough enough to survive a few shots, and vicious enough to ignore the pain.
Notably, they can also be trained to serve as cavalry- saddles may be mounted on their backs, and whilst they could be over-encumbered by larger passengers, they can easily carry the relatively small and light Sectoids with almost no loss of mobility. They should not be deployed alone, as they require an intelligent handler to give orders.

This project incorporates Two units of Ancient DNA (providing strength and agility not found in more modern Earth creatures), One Superior DNA (to enhance tactical intelligence), One Adaptive DNA (to ensure basic survivability on Earth, reducing the difficulty of the project somewhat), and uses Cloning Feedstock (to optimise mass-production without sacrificing quality). 

Note, I feel like I could improve this proposal by making them more 'alien'- as it is, they're just upsized raptors.
« Last Edit: July 14, 2019, 12:05:30 pm by NUKE9.13 »
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Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #273 on: July 14, 2019, 06:37:58 am »

Note, I feel like I could improve this proposal by making them more 'alien'- as it is, they're just upsized raptors.
Well y'know, if you want to make something more alien, just add extra parts! Another pair of arms, an extra pair of eyes(with a specialized type of sight perhaps, like thermal or night-vision?). Alternatively, use the cybernetics token to give them cyborg bits, like integrated weaponry of some variety besides ordinary claws(energy claws perhaps? Or plasma breath? Laser tail?). I'd actually kind of recommend that last part, because I'm not sure regular claws and teeth can damage an armored turret, nor can they hit a flying drone, so we'd still be relying on base Sectoids for actual firepower unless we sent Chariots instead.


That being said yeah, while better vats do kinda have the problem of not giving us any better soldiers, they do help with the problem where we can hardly fill all of our craft anymore, and I suppose that just deploy more guys is still a way of improving our ground forces.

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.: (1) TricMagic
Supplanter Strike Fighter: (1) SC777
Mercurial Batch Vats: (1) Kashyyk
Quetzal Vipers: (1) Failbird
-1 Ancient DNA Token, 1 Adaptive Gene: (1) Failbird

Pick 2
Ethereal Token  : (2) TricMagic, SC777
Adaptive Genes :  (2) Kashyyk, Failbird
Simple Cybernetics : (1) SC777
Enhanced Cloning Feedstock : (3) TricMagic, Kashyyk, Failbird
« Last Edit: July 14, 2019, 06:43:06 am by Failbird105 »
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TheFantasticMsFox

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Re: XCOM Arms Race II : Ethereals
« Reply #274 on: July 14, 2019, 09:28:23 am »

Seeing as the XCOM operatives quite enjoy closing to close range, I would like throw their god damned beepy frisbee back at them. I present to you the 
Ordinator Munitions Launcher
Ordinator Munitions Launcher. (This is a down the line thing me thinks)
The Ordinator is weapon meant to increase the tactical capabilities of our units in ground combat. It comes in two versions, one meant for use by troops with 2 arms and another meant to be mounted on the chariot. The personal variant is based around a 3-cylinder assembly that fires its payload down a enlarged magnetic assembly rail. It can be fired from the shoulder by weaker species such as sectoids or by a pistol and fore grip by stronger species. It can be loaded with standard plasma grenades, smoke, White Phosphorus, and a specifically designed Plasma mine. This mine is a slightly enlarged plasma grenade to include the same payload but also a delayed activating motion sensor and a set of magnetic stakes that allow it to puncture into the ground to hold position. The chariot version is mostly the same except it dispenses with the grips, has a 6-cylinder magazine and a slightly larger accelerator rail.
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Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #275 on: July 14, 2019, 09:32:13 am »

Seeing as the XCOM operatives quite enjoy closing to close range, I would like throw their god damned beepy frisbee back at them. I present to you the 
Ordinator Munitions Launcher
Ordinator Munitions Launcher. (This is a down the line thing me thinks)
The Ordinator is weapon meant to increase the tactical capabilities of our units in ground combat. It comes in two versions, one meant for use by troops with 2 arms and another meant to be mounted on the chariot. The personal variant is based around a 3-cylinder assembly that fires its payload down a enlarged magnetic assembly rail. It can be fired from the shoulder by weaker species such as sectoids or by a pistol and fore grip by stronger species. It can be loaded with standard plasma grenades, smoke, White Phosphorus, and a specifically designed Plasma mine. This mine is a slightly enlarged plasma grenade to include the same payload but also a delayed activating motion sensor and a set of magnetic stakes that allow it to puncture into the ground to hold position. The chariot version is mostly the same except it dispenses with the grips, has a 6-cylinder magazine and a slightly larger accelerator rail.
I like it, though I worry that giving the 'My life is worth more than yours' Chariots an AoE weapon will result in a good bit of friendly fire.
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TheFantasticMsFox

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Re: XCOM Arms Race II : Ethereals
« Reply #276 on: July 14, 2019, 09:36:28 am »

It is a sacrifice I am willing to make for the the power of twin semi automatic grenade launchers.
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10ebbor10

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Re: XCOM Arms Race II : Ethereals
« Reply #277 on: July 14, 2019, 10:27:50 am »

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.

The scouts do not need to carry units to fly.

I'm really wary about allowing air support, because it quickly result in something that invalidates either ground/air. I still haven't figured out a proper solution to the issue, so I rather you don't.
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piratejoe

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Re: XCOM Arms Race II : Ethereals
« Reply #278 on: July 14, 2019, 12:05:31 pm »

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.: (1) TricMagic
Supplanter Strike Fighter: (1) SC777
Mercurial Batch Vats: (1) Kashyyk
Quetzal Vipers: (2) Failbird, Piratejoe
-1 Ancient DNA Token, 1 Adaptive Gene: (2) Failbird, Piratejoe

Pick 2
Ethereal Token  : (2) TricMagic, SC777
Adaptive Genes :  (3) Kashyyk, Failbird, Piratejoe
Simple Cybernetics : (1) SC777
Enhanced Cloning Feedstock : (4) TricMagic, Kashyyk, Failbird, Piratejoe
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NUKE9.13

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Re: XCOM Arms Race II : Ethereals
« Reply #279 on: July 14, 2019, 12:14:37 pm »

Note, I feel like I could improve this proposal by making them more 'alien'- as it is, they're just upsized raptors.
Well y'know, if you want to make something more alien, just add extra parts! Another pair of arms, an extra pair of eyes(with a specialized type of sight perhaps, like thermal or night-vision?). Alternatively, use the cybernetics token to give them cyborg bits, like integrated weaponry of some variety besides ordinary claws(energy claws perhaps? Or plasma breath? Laser tail?). I'd actually kind of recommend that last part, because I'm not sure regular claws and teeth can damage an armored turret, nor can they hit a flying drone, so we'd still be relying on base Sectoids for actual firepower unless we sent Chariots instead.
Hmm... I figure cybernetic enhancements would be better added later- to keep the difficulty down, if nothing else. As for the armour-piercing ability of teeth and claws, Chryssalids can damage mechanical targets, as can the... whatchamacallit, shapeshifters in XCOM 2, and probably a bunch of other 'unarmed' aliens I'm forgetting about. Drones would be out of reach, but currently that's just an observation thing for XCOM.
I think I'm going to leave it as is, for now. Unless someone has a really neat suggestion that wouldn't affect the difficulty too much.

Anyway, voting... we def want the Cloning Feedstock- cheaper things/more UP is important. As for the other token, I actually kinda like the Cybernetics. Could be useful for designing an improved vehicle later- have the pilot be connected directly would probably improve performance. It also has the potential to be used to upgrade existing aliens. Adaptive Genes are obviously useful, but they seem to be fairly common. And I can't really think of a use for the Ethereal Token now or in the near future, powerful though it may be.

Designwise...
Eh, screw it. I'm voting for the Xenoraptor. I figure if we're going to do this, go big or go home- let's spend a whole bunch of tokens on this thing to make it as good as possible.

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.: (1) TricMagic
Supplanter Strike Fighter: (1) SC777
Mercurial Batch Vats: (1) Kashyyk
Quetzal Vipers: (2) Failbird, Piratejoe
-1 Ancient DNA Token, 1 Adaptive Gene: (2) Failbird, Piratejoe
Xenoraptor: (1) NUKE9.13

Pick 2
Ethereal Token  : (2) TricMagic, SC777
Adaptive Genes :  (3) Kashyyk, Failbird, Piratejoe
Simple Cybernetics : (2) SC777, NUKE9.13
Enhanced Cloning Feedstock : (5) TricMagic, Kashyyk, Failbird, NUKE9.13, Piratejoe
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Shadowclaw777

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Re: XCOM Arms Race II : Ethereals
« Reply #280 on: July 14, 2019, 05:09:02 pm »

I feel like the uses of the Ethereal Token are obvious to improve our psionic capabilities with the next alien or the improvement to the Orphanim/Sectoids with more prowess with the Gift, however I believe now that increasing our UP Production and then for the following turn making an Advanced Alien for combat purposes seems better, we’d have more Ancient DNA Tokens possibly and the Xenoraptors don’t have graspers for ranged weapons, even if that isn’t their objective in combat, off putting. As as well I think getting a second Adaptive DNA is poor choice and getting Enhanced Cloning + Ethereal/Cybernetics is better for the following turns. However the Vats take an Adaptive DNA slot, and we will need one of those for an alien.

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.: (1) TricMagic
Mercurial Batch Vats: (2) Kashyyk, SC777
Quetzal Vipers: (2) Failbird, Piratejoe
-1 Ancient DNA Token, 1 Adaptive Gene: (2) Failbird, Piratejoe
Xenoraptor: (1) NUKE9.13

Pick 2
Ethereal Token  : (1) TricMagic
Adaptive Genes :  (4) Kashyyk, Failbird, Piratejoe, SC777
Simple Cybernetics : (1) NUKE9.13
Enhanced Cloning Feedstock : (6) TricMagic, Kashyyk, Failbird, NUKE9.13, Piratejoe, SC777
« Last Edit: July 14, 2019, 05:11:16 pm by Shadowclaw777 »
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Puppyguard

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Re: XCOM Arms Race II : Ethereals
« Reply #281 on: July 15, 2019, 12:55:20 pm »

I think we need a unit that can put the hurt on enemy units from ranged, and the Quetzal Viper fills that niche pretty well, whether with poison or plasma. While we do have the charioteer to fill this role somewhat, I suspect it may be too slow to dodge a grenade. Plus it's a little expensive.

Xenoraptors are pretty cool but I can't help but feel like they might just get countered by a flamethrower or something.
The mercurial batch vats sound awesome too, but I believe we should go with vipers this time, as two of our missions were failures in part to our units being wiped out or pushed back.

Simple cybernetics sound cool, as we could augment a unit with them to improve their performance(maybe mechtoids?).
Enhanced cloning feedstock also sounds like a good deal, possibly getting more unit production is always better.
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.: (1) TricMagic
Mercurial Batch Vats: (2) Kashyyk, SC777
Quetzal Vipers: (3) Failbird, Piratejoe, Puppyguard
-1 Ancient DNA Token, 1 Adaptive Gene: (3) Failbird, Piratejoe, Puppyguard
Xenoraptor: (1) NUKE9.13

Pick 2
Ethereal Token  : (1) TricMagic
Adaptive Genes :  (4) Kashyyk, Failbird, Piratejoe, SC777
Simple Cybernetics : (2) NUKE9.13, Puppyguard
Enhanced Cloning Feedstock : (7) TricMagic, Kashyyk, Failbird, NUKE9.13, Piratejoe, SC777, Puppyguard
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NUKE9.13

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Re: XCOM Arms Race II : Ethereals
« Reply #282 on: July 15, 2019, 01:07:29 pm »

I mean, Sectoids aren't terrible at ranged combat. And melee is definitely a viable path in XCOM-world. There are valid reasons to go with the Viper over the Raptor, but ranged being strictly superior to melee is not one of them.

If we do go with the Viper variant, I'd really prefer we used more tokens on it. Like, at least throw the Superior DNA token in there as well (use it to improve their accuracy, or something). And if we want this thing to be our main footsoldier in the turns to come, I think investing another Ancient DNA would be worth it.
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Kashyyk

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Re: XCOM Arms Race II : Ethereals
« Reply #283 on: July 15, 2019, 01:32:32 pm »

We'll be able to launch two extra craft this turn, which means we'll either have to deploy nothing but Ophanim or leave some understaffed. Any fancy new alien we create will likely cost at least as much as a Charioteer, so deploying them and any significant backup will be very difficult.

Batch Vats will provide the UP we need to actually make use of any new aliens we want to design, and fill out our missions with troops at thr same time.

UP is our bottleneck, lets widen it before trying to squeeze more out of it.
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NUKE9.13

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Re: XCOM Arms Race II : Ethereals
« Reply #284 on: July 15, 2019, 01:58:06 pm »

I mean, you're not wrong, but what I'm thinking is the following:
Option One-We make a new alien, with a cost of 2UP (I expect). We then deploy three missions of two scouts each, one of which is empty, the other two each having one new alien+one Ophanim+one Chariot (using the alternate cost). That loadout should quite easily be able to defeat one Skyranger's worth of troops (assuming the new alien is reasonably powerful).
Option Two-We do the Batch Vats, gaining us 3UP capacity (I expect). We then deploy 3-6 missions. Each scout can be filled up, but only with the same Sectoid+Ophanim combo that was previously insufficient. However, by doing three missions of two scouts each, the sheer numbers should be enough to defeat one Skyranger's worth of troops.

So, both scenarios offer a chance at victory. Option two deploys more real missions, of course. Nevertheless, I'm leaning slightly towards the first option, because I feel like the missions we do deploy will have a higher chance of success.

I dunno. They're both viable, and I'd be fine with either. Like I said, I'm leaning towards the Xenoraptor, but if nobody joins me in this raptor-riding dream, I'd probably switch over to the Batch Vats over the Vipers- as mentioned previously, I don't think they're using enough tokens currently.
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