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Author Topic: XCOM Arms Race II : Ethereals  (Read 19437 times)

Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #300 on: August 29, 2019, 05:35:45 pm »

We never really had a revision planned for this turn. That's just the one that was suggested in the write-up.
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TricMagic

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Re: XCOM Arms Race II : Ethereals
« Reply #301 on: August 29, 2019, 05:46:27 pm »

Quick idea. The Mini. Carries one unit, costs 0.5 VP. Or we can try to reduce the small scouts cost while keeping it's carry limit of two.

Or we can try to make the plasma PDW free.
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Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #302 on: August 29, 2019, 06:24:15 pm »

We could perhaps make a new psionic ability for our Sectoids
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Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #303 on: August 29, 2019, 06:56:29 pm »

Apologies for the double post, but I'm not on my computer and thus can't add it to my previous post instead. Here's a pair of write-ups.

Quote
Waste Recycling Vats
Our current batch vats produce a significant amount of exctra, low-grade biomass. Simply put, why waste it? While this is practically useless for more complex creature, it can still be repurposed into feed stock for extra tanks. Specificallly, tanks dedicated to the production of particularly simple beings, namely Ophanim and Charioteers(though the Chariots themselves would obviously still need to be constructed).

This should allow us to produce a greater number of Ophanim for less, and likely will decrease the cost of our Chariots in a similar manner.

Quote
Psi-jolt
A simple psionic technique. The basic idea is that the user reaches out to the targets mind, and gives it a sharp pinch.

This causes a sudden severe twitch. Leading to things such as flinching, misfires, tripping or even falling over.

Ideally our Ophanim will be able to utilize this as well, but at the very least our Sectoids will gain a new useful technique in battle.
« Last Edit: August 29, 2019, 07:24:31 pm by Failbird105 »
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VoidSlayer

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Re: XCOM Arms Race II : Ethereals
« Reply #304 on: August 29, 2019, 07:08:23 pm »

Mech-Orphanim

Using psionic powers to fly is possible, but a huge waste with simple psionic creatures like the Orphanim.  A superior micro-elerium anti gravity thruster is attached through cybernetics to the Orphanim.  The creature's psionic brain is instead dedicated completely to the song.  This should strengthen the power of stunning and the Choir while providing superior maneuverability.

Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #305 on: August 29, 2019, 07:19:58 pm »

Could be useful for future work in cybernetics, but I'd be worried about it adding an EP cost to them.
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Shadowclaw777

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Re: XCOM Arms Race II : Ethereals
« Reply #306 on: August 30, 2019, 05:08:31 pm »

Quote from: BoxOfMcVoting
Waste Recycling Vats: (1) SC777
Psi-Joot:
Mech-Orphanim:
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NUKE9.13

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Re: XCOM Arms Race II : Ethereals
« Reply #307 on: September 01, 2019, 01:20:17 pm »

Sorry, travelling, so internet access is somewhat sporadic.

Anyway. I feel like the Mech-Ophanim would be better if we had a cybernetics token. The Recycling Vats would be a fairly safe choice- quantity is a form of quality, after all. But I like the Psi-Jolt the best, since quality is also a form of quality, and it paves the way to more advanced psionic techniques.

Quote from: BoxOfMcVoting
Waste Recycling Vats: (1) SC777
Psi-Jolt: (1) NUKE9.13
Mech-Orphanim:
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TricMagic

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Re: XCOM Arms Race II : Ethereals
« Reply #308 on: September 01, 2019, 01:44:58 pm »

Mercurial Shipyards- Class 1 Socuts

With the Mercurial Shipyards, automation is a breeze. Moreover, we can easily make something smaller still than the scout we have. Why do that though when you can instead assemble the Scout from local materials, prefabricated. This design will shave off all the excess that would normally be needed for long-time space travel, adds a shield for entry and reexit to deal with the lighter hull and deflect micro-meteorites, and still retain the space for 2 units inside. In this way, we hope to half it's cost, making it simple to send fleets of them to carry our troops. The shield powered by the Elerium core will also prove useful in blocking shots from our foes, to a degree.

Quote from: BoxOfMcVoting
Waste Recycling Vats: (1) SC777
Psi-Jolt: (1) NUKE9.13
Mech-Orphanim:
Class 1 Scouts: (1) TricMagic
« Last Edit: September 01, 2019, 01:47:52 pm by TricMagic »
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NUKE9.13

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Re: XCOM Arms Race II : Ethereals
« Reply #309 on: September 01, 2019, 02:45:23 pm »

Tric no.
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Long Live United Forenia!

TricMagic

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Re: XCOM Arms Race II : Ethereals
« Reply #310 on: September 01, 2019, 02:58:59 pm »

More units only help if we can actually deploy those units. It's a problem that hasn't been fixed yet. It kinda limits deployment options when we have are limited if we want to run multiple missions.
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Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #311 on: September 01, 2019, 03:24:49 pm »

Quote from: BoxOfMcVoting
Waste Recycling Vats: (1) SC777
Psi-Jolt: (2) NUKE9.13, Failbird
Mech-Orphanim:
Class 1 Scouts: (1) TricMagic

Tric:
Elerium shield
Cheaper ships

choose one, you can get the other later, not now.
« Last Edit: September 01, 2019, 03:26:39 pm by Failbird105 »
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TricMagic

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Re: XCOM Arms Race II : Ethereals
« Reply #312 on: September 01, 2019, 03:30:39 pm »

Isn't VP mostly metal and things like that? And the core, but the scouts have that already.

I'd choose cheaper ships, if someone would write something like that. Is it really that difficult?
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Failbird105

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Re: XCOM Arms Race II : Ethereals
« Reply #313 on: September 01, 2019, 03:32:42 pm »

The problem is that you're trying to add new features, and reduce the cost at the same time without sacrificing on anything.
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TricMagic

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Re: XCOM Arms Race II : Ethereals
« Reply #314 on: September 01, 2019, 03:38:44 pm »

The metal is likely to be thinner, which is why a shield is necessary. Without it, it's unlikely to survive even light fire.
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