Scout Drone: A small drone (about the size of a basketball) that utilizes tiny amount elerium to pulse so that it hovers over the ground, and can emit more of the elerium fuel to fly distances of 5-10m off the ground and than hover on its new flying position. Equipped with advanced photoreceptors so that it can track the location of enemies and notice movement in the visible color spectrum, and a shock taser probe Gun on the frontal head of the Scout Drone that horrifically stings when it attacks a biological unit, equipped with a heavy amount of sedatives to make the organics to pass out for future experimentation. The Drone is quite small and can fly, with some maneuverability but this isn't the priority of the design, which makes it a difficult target to hit but is very lightly armored and can't handle attacks from kinetic-based weapons. It would serve as the scout/reconnaissance role for the aliens and maybe has some ability to act as a light skirmished during combat.
Scout drone(3) Shadowclaw777, piratejoe, Puppyguard.Why do sectoids cost equipment points?
-----------------
Aquatic Base(2) Shadowclaw777, Puppyguard.
Mountain/South pole/Underground base(1) pirateJoe.
Scout drone(3) Shadowclaw777, piratejoe, Puppyguard.
-----------------
Inner Core Base(3) Shadowclaw777, piratejoe, Puppyguard.
Scout drone(4) Shadowclaw777, piratejoe, Puppyguard, Greatness942
-----------------
Inner Core Base(4) Shadowclaw777, piratejoe, Puppyguard, Greatness942
Quote from: VoteScout drone(4) Shadowclaw777, piratejoe, Puppyguard, Greatness942
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Inner Core Base(5) Shadowclaw777, piratejoe, Puppyguard, Greatness942, Sprinkled chariot
Placing my votes. Guess I'm with the aliens, then.
Design:
Scout drone: (5) Shadowclaw777, piratejoe, Puppyguard, Greatness942, NUKE9.13
Base:
Inner Core Base: (5) Shadowclaw777, piratejoe, Puppyguard, Greatness942, Sprinkled chariot
Dark Side of the Moon Base: (1) NUKE9.13
Design:
Scout drone: (5) Shadowclaw777, piratejoe, Puppyguard, Greatness942, NUKE9.13
Base:
Inner Core Base: (4) piratejoe, Puppyguard, Greatness942, Sprinkled chariot
Dark Side of the Moon Base: (2) NUKE9.13, Shadowclaw
Design:Curse you physics!!!
Scout drone: (5) Shadowclaw777, piratejoe, Puppyguard, Greatness942, NUKE9.13
Base:
Inner Core Base: (3) piratejoe, Greatness942, Sprinkled chariot
Dark Side of the Moon Base: (3) NUKE9.13, Shadowclaw, Puppyguard
Quote from: VoteDesign:Curse you physics!!!
Scout drone: (5) Shadowclaw777, piratejoe, Puppyguard, Greatness942, NUKE9.13
Base:
Inner Core Base: (2) piratejoe, Greatness942,
Dark Side of the Moon Base: (4) NUKE9.13, Shadowclaw, Puppyguard, Sprinkuhled Churiut
Dark Side of the Moon Base: (4) NUKE9.13, Shadowclaw, Puppyguard, Sprinkuhled ChuriutGuaranteed Roll : 6
Scout drone: (5) Shadowclaw777, piratejoe, Puppyguard, Greatness942, NUKE9.13Normal : (4, 2) Above Average
Scout Drone: A small drone (about the size of a basketball) that utilizes tiny amount elerium to pulse so that it hovers over the ground, and can emit more of the elerium fuel to fly distances of 5-10m off the ground and than hover on its new flying position. Equipped with advanced photoreceptors so that it can track the location of enemies and notice movement in the visible color spectrum, and a shock taser probe Gun on the frontal head of the Scout Drone that horrifically stings when it attacks a biological unit, equipped with a heavy amount of sedatives to make the organics to pass out for future experimentation. The Drone is quite small and can fly, with some maneuverability but this isn't the priority of the design, which makes it a difficult target to hit but is very lightly armored and can't handle attacks from kinetic-based weapons. It would serve as the scout/reconnaissance role for the aliens and maybe has some ability to act as a light skirmished during combat
The loadouts are obvious. Sectoids do the lifting of Meld (where available) and shooting of hostiles, whilst Scout Drones help to acquire living specimens (and, you know, scout).Quote from: Mission 1Mission Type: Harvest
Craft(s): 1 Small Scout (1VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: EgyptQuote from: Mission 2Mission Type: Harvest
Craft(s): 1 Small Scout (1VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: South AfricaQuote from: Mission 3Mission Type: HarvestTotal cost: 3VP, 6UP, 2EP
Craft(s): 1 Small Scout (1VP)
Unit loadout: 1 Sectoid (Plasma Pistols) (1UP)
1 Scout Drone (1UP)
Destination: Nigeria
Nuke's Plan A(2) NUKE9.13, Puppyguard.
Nuke's Plan A(3) NUKE9.13, Puppyguard, Piratejoe.I like the plan, although I would rather hit a location like Asia or America to really hit their funding, your plan states why that might not be the best idea. Of course, they also might just find our UFO's anyway when its their turn and it depends on where they placed their first base to see if they could actually do something about it. Next turn if we can, we should make a medium scout UFO.
Nuke's Plan A(4) NUKE9.13, Puppyguard, Piratejoe, Failbird105.You know what, fuggit, joining.
So, I'd assume we can use revisions on our aliens, which leads to a question, do our sectoids know how to mind meld?
coulda sworn it was meld. but yes I did mean the XCom ability.So, I'd assume we can use revisions on our aliens, which leads to a question, do our sectoids know how to mind meld?
They know how to do a Mind Merge, if you mean the XCOM ability. A revision could certainly improve it, however.
If you mean the Vulcan Mind reading thing, no, they don't know how to do it.
Of course, if somehow, all UFO's go down, then either the mechanics for spotting UFO's are weird,
Mission Type: Harvest
Craft(s): 1 Small Scout (1VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: Egypt
Mission Type: Harvest
Craft(s): 1 Small Scout (1VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: South Africa
Mission Type: HarvestTotal cost: 3VP, 6UP, 2EP[/quote]
Craft(s): 1 Small Scout (1VP)
Unit loadout: 1 Sectoid (Plasma Pistols) (1UP)
1 Scout Drone (1UP)
Destination: Nigeria
Ethereal Dark-Side-of-the-Moon Base: Earth has a convenient natural satellite that is tidally locked, meaning one side always faces away. This should serve well to bamboozle the Earthlings' primitive attempts to discover our base, whilst being relatively nearby (as compared to Mars, for example).
We selected a site for the base and quickly started construction. Strangely, we uncovered the remains of an Earthling craft that had been launched roughly 80 years ago- but there are no signs of active lunar missions at present, so we should be good.
The base follows standard patterns; it is made up of interlocking hexagonal buildings which house various facilities. All the essentials are present- generators, factories, cloning vats, hangars, research labs, specimen containment.
The buildings are formed out of alloy frames and walls, covered in bricks made of processed lunar material- causing the base to blend in with its surroundings that little bit better.
Notably, the base is ripe for expansion, as more buildings can always be added..
Mind Clutch(1) Failbird105
Mind Clutch(2) Failbird105, Piratejoe
Mind Clutch(3) Failbird105, Piratejoe, NUKE9.13I'm not in love with this idea, but I don't have any better ones.
Would it be more easy then giving greys sort of mindblastMost likely. It's literally just taking what we already have and changing one thing about it, rather than making an entirely new psychic ability for them.
Mind Clutch(4) Failbird105, Piratejoe, NUKE9.13, Puppyguard.We haven't had any large issues with other designs yet, so I'm voting for mind clutch.
Quote from: RevisionsMind Clutch(5) Failbird105, Piratejoe, NUKE9.13, Puppyguard, Kevak.They won’t expect it and more fun psionic bullshit is great.
Mind Merge allows a sectoid to provide one of there allies with an extra viewpoint to aim with, and targeting information to use, but has the cost of lethal feedback if the initiator dies.Easy : 4+ 4 +1 = 9 Major Unexpected boon
The simple idea of Mind Clutch is literally just to allow a sectoid to force mind merge with an enemy. The effect of this is threefold, they are disoriented by a second viewpoint, confused by incorrect targeting information, and if the initiator is killed while clutching then the victim dies as well. All this, and the only change is who the power is used on.
Mission Type: Harvest
Craft(s): 1 Small Scout (1VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: Egypt
Mission Type: Harvest
Craft(s): 1 Small Scout (1VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: South Africa
Mission Type: Harvest
Craft(s): 1 Small Scout (1VP)
Unit loadout: 1 Sectoid (Plasma Pistols) (1UP)
1 Scout Drone (1UP)
Destination: Nigeria
-snip- Should we improve our ships then?Well, We also had problems moving the unconscious abductees into our spacecrafts, so I say we do a design on something to move them easier, and a revision on our ships.
-snip-If not, then we have a serious problem, as a 100% success rate for detection anywhere on Earth is obviously crippling.We could do a revision on modifying the alloy plates of our craft to deflect scans.
Limbhound(1) Puppyguard.
Limbhound: (2) Puppyguard, NUKE9.13
Limbhound: (3) Puppyguard, NUKE9.13, Failbird105Hmm... I like the limbhound, and can definitely both agree to the reasoning see interesting ways to improve it.
Limbhound: (3) Puppyguard, NUKE9.13, Failbird105
Medium Scout: (0)
Large Scout: (1) Piratejoe
Light Fighter: (0)
Limbhound: (2) Puppyguard, NUKE9.13But the limbhound comes next turn.
Medium Scout: (0)
Large Scout: (1) Piratejoe
Light Fighter: (1) Failbird105
Limbhound: (2) Puppyguard, NUKE9.13
Medium Scout: (0)
Large Scout: (0)
Light Fighter: (2) Failbird105, Piratejoe
personally I think a different kind of drone would do just as well as the limbhound if not better.As in, a robotic entity? Because if so, I strongly disagree. Being able to conjure up different species is a unique advantage we have over XCOM. Unless I've totally misjudged what the GM is going for, of two units designed to do the same thing in more or less the same way, the organic one will be better.
Limbhound: (1) NUKE9.13We can do the limbhound next turn.
Medium Scout: (0)
Large Scout: (0)
Light Fighter: (3) Failbird105, Piratejoe, Puppyguard.
We probably should do something a bit more for the limbhound then currently wanted in its design, though personally I think a different kind of drone would do just as well as the limbhound if not better.I do think the limbhound could use a bit more to its design(from both a fluff and function standpoint), but I disagree with you on the "drone is better" thing for two big reasons: 1. Drones can be salvaged by XCom, potentially giving them insight into our tech. 2. Machines do not benefit from our psionics.
Actually, thinking about it, why not just get reapers? You know, the things that floaters have along with them on terror missions? That seems kinda like the limbhound but larger...Also we probably should call it something a bit better then that...I was actually thinking about those. Though I had been thinking more on the concept for the NuCom version, which was more froglike and basically just ate your troops and you had to kill it quick to save them.
Quote from: VoteLimbhound: (1) NUKE9.13We can do the limbhound next turn.
Medium Scout: (0)
Large Scout: (0)
Light Fighter: (4) Failbird105, Piratejoe, Puppyguard, Tyrant Leviathan.
Limbhound: (1) NUKE9.13
Medium Scout: (0)
Large Scout: (0)
Light Fighter: (5) Failbird105, Piratejoe, Puppyguard, Tyrant Leviathan, Crazyabe
Limbhound: (1) NUKE9.13
Medium Scout: (0)
Large Scout: (0)
Light Fighter: (6) Failbird105, Piratejoe, Puppyguard, Tyrant Leviathan, Crazyabe, SamSpeeds
piratejoe's 'Plan Z': (2) NUKE9.13, Puppyguard.
piratejoe's 'Plan Z': (3) NUKE9.13, Puppyguard, SamSpeeds
piratejoe's 'Plan Z': (4) NUKE9.13, Puppyguard, SamSpeeds, Failbird105
Btw, second turn design phase has no revision phase ?Xcom gets to work on revisions directly after they make their designs, but we have to wait until we send our missions out first.
Spoiler: Basic Rules (click to show/hide)
piratejoe's 'Plan Z': (5) NUKE9.13, Puppyguard, SamSpeeds, Failbird105, Greatness942
Mission Type: Harvest
Craft(s): 1 Small Scout, 1 Light fighter (2VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: Japan
Mission Type: Harvest
Craft(s): 1 Small Scout , 1 Light fighter (2VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: Brazil
Sectoid Strengthening: DNA retrieved from the Earthlings we harvested in Nigeria has already proven its worth, as we find that splicing a few key genomes into Sectoid DNA results in improved strength and resilience, without adversely affecting other traits. As a result, our Sectoids can now carry greater loads, and endure more damage in a fight. Not massively so- we have not made discount Mutons here, but their performance should improve noticeably.
Sectoid Strengthening: (1) NUKE9.13
STRONG Sectoids: (1) SamSpeeds
Sectoid Strengthening: (3) NUKE9.13, sprinkled chariot, Failbird105I don't think 4 arms is too ambitious as its own revision(too little for a design certainly), but I think that plus the strengthening is.
STRONG Sectoids: (1) SamSpeeds
Sectoid Strengthening: (4) NUKE9.13, sprinkled chariot, Failbird105, PiratejoeXcom 2 Sectoids are GO
STRONG Sectoids: (1) SamSpeeds
Sectoid Strengthening: (5) NUKE9.13, sprinkled chariot, Failbird105, Piratejoe, Puppyguard.Judging by last battle report, I think they are applied immediately. I think our ships aren't launched yet but the plans are locked in.
STRONG Sectoids: (1) SamSpeeds
Sectoid Strengthening: DNA retrieved from the Earthlings we harvested in Nigeria has already proven its worth, as we find that splicing a few key genomes into Sectoid DNA results in improved strength and resilience, without adversely affecting other traits. As a result, our Sectoids can now carry greater loads, and endure more damage in a fight. Not massively so- we have not made discount Mutons here, but their performance should improve noticeably.Normal : 3 + 2 = 5 (Average)
Mission Type: Harvest
Craft(s): 1 Small Scout, 1 Light fighter (2VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: Japan
Mission Type: Harvest
Craft(s): 1 Small Scout , 1 Light fighter (2VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: Brazil
Special Challenge: You have recieved 1 free design to make a new tactic.New tactic = new mission type?
YupSpecial Challenge: You have recieved 1 free design to make a new tactic.New tactic = new mission type?
Hmm, hmm. I suppose a defensive unit may be better for our regular design. But I'm definitely voting for Recruit Collaborators for our bonus design. I'm not sure Air Superiority will be very useful.Hmm, yeah I can see that. I'll join you in that vote.
Design:
Armorer Crab [1] - Failbird105
- Use DNA token [1] - Failbird105
- Don't use DNA token [] -
Bonus Design:
Recruit Collaborators [2] - Failbird105, NUKE9.13
Design:
Armorer Crab [1] - Failbird105
- Use DNA token [1] - Failbird105
- Don't use DNA token [] -
Scuttles [1] - NUKE9.13
- Use DNA token [1] - NUKE9.13
- Don't use DNA token [] -
Bonus Design:
Recruit Collaborators [2] - Failbird105, NUKE9.13
Recruit Collaborators: Not all Earthlings are irrationally opposed to our efforts to bring them into the Great Plan. Many are, for various reasons, willing to cooperate. Some want wealth, their desire for the worthless metal they call "Gold" overwhelming xenophobia. Others want knowledge, and will work for us in exchange for meaningless secrets. Some simply want to be a part of something greater than themselves. Whatever their motivation, we can accomodate them.
We send a team of negotiators to contact susceptible individuals, establishing communications and providing whatever it is they desire. Subsequently, the converted Earthlings will serve us, providing information on their country's actions, offering assistance in further missions, and spreading our influence to make way for our eventual takeover.
Mechanically, the goal of this mission is to contact, negotiate with, and then ensure the safe and anonymous departure of our new allies. Should XCOM interfere, they should be either eliminated, or kept away from the negotiations long enough for them to conclude, and prevented from identifying our collaborators.
Design:
Armorer Crab [1] - Failbird105
- Use DNA token [1] - Failbird105
- Don't use DNA token [] -
Scuttles [2] - NUKE9.13, SamSpeeds
- Use DNA token [1] - NUKE9.13, SamSpeeds
- Don't use DNA token [] -
Bonus Design:
Recruit Collaborators [2] - Failbird105, NUKE9.13, SamSpeeds
Design:*fixed
Armorer Crab [1] - Failbird105
- Use DNA token [1] - Failbird105
- Don't use DNA token [] -
Scuttles [2] - NUKE9.13, SamSpeeds
- Use DNA token [2] - NUKE9.13, SamSpeeds
- Don't use DNA token [] -
Bonus Design:
Recruit Collaborators [3] - Failbird105, NUKE9.13, SamSpeeds
Fighter Algorithm Improvements: By making our light Fighters truly autonomous and not reliant on any nearby ship, we can deploy them anywhere on the earth without the need of a larger mothership to control them. This can also allow it to utilize its construction better and react thousands of times faster then any mere sectoid controller could ever hope. This will result in more agile fighters that can tell the difference between human aircraft and our UFO's, know how to engage and destroy human aircraft in an efficient manner, and of course, be able to dodge and get into the blind spots of enemy aircraft.Major Fighter Improvements: Our Light Fighter has proven to be inadequate to deal with the Humans own interceptor, and the fact that such primitives can do such damage is unacceptable. As such, we have decided to make plenty of improvements. To do this, we increase the speed and maneuverability of our craft as much as we possibly can, all the while replacing the control of the craft from a navigator in another UFO to the fighter itself, this can also allow it to utilize its construction better and react thousands of times faster then any mere sectoid controller could ever hope. All of this will result in more agile fighters that can tell the difference between human aircraft and our UFO's, know how to engage and destroy human aircraft in an efficient manner, and of course, be able to dodge and get into the blind spots of enemy aircraft. A side objective of this work, that is mostly only to be worked on if we have time left, is to armour the fighter a little bit better, not much as it needs to remain light, but enough that it will increase survivability slightly.
Air Superiority: This Mission is exactly what it says on the tin. Its simple air superiority designed to shoot down anything that enters the range of our UFF's, whether or not the targets are military or civilian does not matter to us. The goal of these missions is just simply take down anything Xcom sends at us and cause a bit of panic by destroying anything else the ships can see flying. Can also be useful to test out how the humans are doing with their air combat designs by pitching them against our own as we know they would attack, after all, they wouldn't want a passenger aircraft getting shot down and possibly hitting a city now, would they?
Design:
Armorer Crab [1] - Failbird105
- Use DNA token [1] - Failbird105
- Don't use DNA token [] -
Scuttles [2] - NUKE9.13, SamSpeeds
- Use DNA token [2] - NUKE9.13, SamSpeeds
- Don't use DNA token [] -
Major Fighter Improvements [1] - Piratejoe
Bonus Design:
Recruit Collaborators [3] - Failbird105, NUKE9.13, SamSpeeds
Air Superiority [2] - Sprinkled Chariot, Piratejoe
Design:
Armorer Crab [1] - Failbird105
- Use DNA token [1] - Failbird105
- Don't use DNA token [] -
Scuttles [3] - NUKE9.13, SamSpeeds, Crazyabe
- Use DNA token [3] - NUKE9.13, SamSpeeds, Crazyabe
- Don't use DNA token [] -
Major Fighter Improvements [1] - Piratejoe
Bonus Design:
Recruit Collaborators [4] - Failbird105, NUKE9.13, SamSpeeds, Crazyabe
Air Superiority [2] - Sprinkled Chariot, Piratejoe
I do agree we need to improve air power, but firepower seems to be the wrong way. Our shots can kill them just fine, the problem is in dodging and hitting, that's why the plan is for the fighter algorithm improvement for our revision.
Design:Frankly air superiority is the king here. If we have air superiority, they can't engage us on the ground, they can't loot our shit, they can't disrupt our missions. They can't do jack shit. We can deal with the ground after we take the sky.
Armorer Crab [1] - Failbird105
- Use DNA token [1] - Failbird105
- Don't use DNA token [] -
Scuttles [3] - NUKE9.13, SamSpeeds, Crazyabe
- Use DNA token [3] - NUKE9.13, SamSpeeds, Crazyabe
- Don't use DNA token [] -
Major Fighter Improvements [2] - Piratejoe, Kevak
Bonus Design:
Recruit Collaborators [4] - Failbird105, NUKE9.13, SamSpeeds, Crazyabe
Air Superiority [3] - Sprinkled Chariot, Piratejoe, Kevak
That will effect aerodynamics, which we still have to deal with even as aliens with super tech. Its not a bad idea to use turrets for a heavy fighter but for now we probably should work on making it as fast and agile as possible along with having the piloting system work as well as it can. I have a few ideas for a heavy fighter and a bomber of sorts too. I should mention however, that fighters will always be useful, even when we get to the point of having cruisers and battleships flying in the earths atmosphere, as they can help shoot down their interceptors even then.I do agree we need to improve air power, but firepower seems to be the wrong way. Our shots can kill them just fine, the problem is in dodging and hitting, that's why the plan is for the fighter algorithm improvement for our revision.
One of our problems is missiles having better range.
Also revision of fighter should definitely involve moving guns from fixed mounts to rotating turrets on top and below craft for 360 coverage
Just to be clear, do you want a crab that comes with a "free" Plasma pistol, or one that can use a plasma pistol?One that can use a plasma pistol. I mean, plasma pistols are free anyway, right?
Quote from: VotesDesign:Frankly air superiority is the king here. If we have air superiority, they can't engage us on the ground, they can't loot our shit, they can't disrupt our missions. They can't do jack shit. We can deal with the ground after we take the sky.
Armorer Crab [1] - Failbird105
- Use DNA token [1] - Failbird105
- Don't use DNA token [] -
Scuttles [3] - NUKE9.13, SamSpeeds, Crazyabe
- Use DNA token [3] - NUKE9.13, SamSpeeds, Crazyabe
- Don't use DNA token [] -
Major Fighter Improvements [3] - Piratejoe, Kevak,
Sprinkhuled cherioot
Bonus Design:
Recruit Collaborators [4] - Failbird105, NUKE9.13, SamSpeeds, Crazyabe
Air Superiority [3] - Sprinkled Chariot, Piratejoe, Kevak
Just to be clear, do you want a crab that comes with a "free" Plasma pistol, or one that can use a plasma pistol?One that can use a plasma pistol. I mean, plasma pistols are free anyway, right?
Design:
Armorer Crab [1] - Failbird105
- Use DNA token [1] - Failbird105
- Don't use DNA token [] -
Scuttles [4] - NUKE9.13, SamSpeeds, Crazyabe, Puppyguard
- Use DNA token [4] - NUKE9.13, SamSpeeds, Crazyabe, Puppyguard
- Don't use DNA token [] -
Major Fighter Improvements [2] - Piratejoe, Kevak
Bonus Design:
Recruit Collaborators [4] - Failbird105, NUKE9.13, SamSpeeds, Crazyabe
Air Superiority [4] - Sprinkled Chariot, Piratejoe, Kevak, Puppyguard
Design:Fixed that for you, although, I don't really see the scuttles useful, as a single grenade behind it will get past the most important part of its armour and probably turn it from mobile cover to stationary.
Armorer Crab [1] - Failbird105
- Use DNA token [1] - Failbird105
- Don't use DNA token [] -
Scuttles [4] - NUKE9.13, SamSpeeds, Crazyabe, Puppyguard
- Use DNA token [4] - NUKE9.13, SamSpeeds, Crazyabe, Puppyguard
- Don't use DNA token [] -
Major Fighter Improvements [3] - Piratejoe, Kevak, sprinkled chariot
Bonus Design:
Recruit Collaborators [4] - Failbird105, NUKE9.13, SamSpeeds, Crazyabe
Air Superiority [4] - Sprinkled Chariot, Piratejoe, Kevak, Puppyguard
Please, do tell me why the Scuttles which could probably be easily taken out with a well placed grenade and is slow will help us much when we have cover already in battles as we are the ones who keep blasting through cover, not Xcom.The Scuttle will provide better, mobile cover, as well as serving as a combatant in its own right.
ebbor- could you tell us if 'free' equipment other than basic plasma pistols is possible?It's possible, but unlikely for fancy stuff.
I think we need to get our ufos to be better as they keep shooting us down. As for new alien, we could do a biodroid?That seems like most things you can make fitting that concept could be done better and easier by focusing directly on one or the other.
As in bio soup in a robotic alien shell to do genetics and drone together. Like a Proto codex.
Here's an idea. Why not make Floaters next turn and use the DNA token on them? They are part machine, so they would have some natural armour with em along with everything else...Just a thought.I'm not really sure the DNA token would work on making floaters, they're much more machine than meat after all. It's a similar problem to the biodroid idea, it feels like trying to force a DNA token to work on a robot.
Design:sigh
Armorer Crab [] -
- Use DNA token [] -
- Don't use DNA token [] -
Scuttles [4] - NUKE9.13, SamSpeeds, Crazyabe, Puppyguard
- Use DNA token [4] - NUKE9.13, SamSpeeds, Crazyabe, Puppyguard
- Don't use DNA token [] -
Major Fighter Improvements [4] - Piratejoe, Kevak, sprinkled chariot, Failbird105
Bonus Design:
Recruit Collaborators [4] - Failbird105, NUKE9.13, SamSpeeds, Crazyabe
Air Superiority [4] - Sprinkled Chariot, Piratejoe, Kevak, Puppyguard
Design:Eh, alright. But we really should create a new species next turn.
Armorer Crab [] -
- Use DNA token [] -
- Don't use DNA token [] -
Scuttles [3] - SamSpeeds, Crazyabe, Puppyguard
- Use DNA token [3] - SamSpeeds, Crazyabe, Puppyguard
- Don't use DNA token [] -
Major Fighter Improvements [5] - Piratejoe, Kevak, sprinkled chariot, Failbird105, NUKE9.13
Bonus Design:
Recruit Collaborators [4] - Failbird105, NUKE9.13, SamSpeeds, Crazyabe
Air Superiority [4] - Sprinkled Chariot, Piratejoe, Kevak, Puppyguard
Ebbor you still haven't answered if we know if the mind merge is actually properly working. I ask because it doesn't seem like you've mentioned it at all outside of the tertiary function that you granted it when we rolled so well.
And the feedback? Or did you find that unbalanced?QuoteEbbor you still haven't answered if we know if the mind merge is actually properly working. I ask because it doesn't seem like you've mentioned it at all outside of the tertiary function that you granted it when we rolled so well.
The disruption/confusion thing works yes, but I haven't been able to put it in the narrative well, or at all.
Quote from: VotesDesign:Eh, alright. But we really should create a new species next turn.
Armorer Crab [] -
- Use DNA token [] -
- Don't use DNA token [] -
Scuttles [3] - SamSpeeds, Crazyabe, Puppyguard
- Use DNA token [3] - SamSpeeds, Crazyabe, Puppyguard
- Don't use DNA token [] -
Major Fighter Improvements [5] - Piratejoe, Kevak, sprinkled chariot, Failbird105, NUKE9.13
Bonus Design:
Recruit Collaborators [4] - Failbird105, NUKE9.13, SamSpeeds, Crazyabe
Air Superiority [4] - Sprinkled Chariot, Piratejoe, Kevak, Puppyguard
Again, though, I'm gonna point out that Air Superiority is not worth it if it comes at the cost of our ground presence. We aren't going to win the war by shooting down passenger planes, we need boots on the ground.
Aerial superiority paves the road for proper infiltrations, bases and, well, just glassing cities from above or shooting down satellites to turn off phones, navigation, internet and other stuff on world scale.But the Air Superiority mission doesn't actually do any of those things. It just sends ships to fly around and hope they run into an Interceptor.
And the feedback? Or did you find that unbalanced?Limited, if at all. A 1:1 guaranteed kill effect would be OP.
yeah, I get ya. It was nice to hope though.And the feedback? Or did you find that unbalanced?Limited, if at all. A 1:1 guaranteed kill effect would be OP.
Aerial superiority paves the road for proper infiltrations,Not seeing that, in fact I think Recruit Collaborators is actually far better for this because it gives us an in with human society
baseskinda seeing this, but Recruit would once again likely be more beneficial, or atleast equal in this category, by providing some amount of resources and potentially some amount of safe space to work with.
and, well, just glassing cities from aboveI can kinda see this one, but I don't really think it can get much easier to say "shoot at everything down there" than it already is. I could see making precise strikes against specific land targets though, which would be fairly useful.
or shooting down satellites to turn off phones, navigation, internet and other stuff on world scale.I can sorta see this one as well, but admittedly, we're already deploying from space, we would probably have a better time doing that anyway even without this.
Slenderion:
Reptillian yet slim in nature the Slenders provide a role as a main infantry unit with a quite decent amount of ability to coordinate other troops in the battlefield. They are 7-8 ft muscular, exoskeleton, reptilian species that can withstand a lot of damage through their natural armor and raw willpower. They are ferocious yet cunning in the way they fight, they are savage enough their thick claws and jaws to rip open their opponent's during combat only to serve to make them fear this being more. One of the main strength of this creature is of its ability to strategize and have a useful ability to think within the battlefields. Whether they have to coordinate with other species like a Sectoid to perform a flanking maneuver, or perform effective forms of strategy and thought of countering human's tactics from their own flanking to suppressing fire, the Slenders are imprinted with mental DNA of all known forms of infantry-squad engagements that make them really effective when working as a individual team, and they can even work together within their own species for more devastating results. Their willpower is also uncanny, while also lesser aliens without sapience will stop functioning the moments their organs give way, the Slenders are imprinted with cause and dedication to the Ethereal's Great Plan, and will fight to the moment of brink annihilation. They never give in and would rather die no matter what, perfect against enemy interrogations.
Biologically, these being looked like a weird hybrid between reptiles and insects, with both having the reptilian facial features you would expect yet having a imposing mantis-like mouth that they utilize to devour their prey and weird compound eyes from the earth-like mantises as well. They are imposing yet agile creature being 7-8 ft imposing creatures, yet their is a sense of slenderness and finesse in their movements.
Design:
Armorer Crab [] -
- Use DNA token [] -
- Don't use DNA token [] -
Scuttles [3] - SamSpeeds, Crazyabe, Puppyguard
- Use DNA token [3] - SamSpeeds, Crazyabe, Puppyguard
- Don't use DNA token [] -
Major Fighter Improvements [5] - Piratejoe, Kevak, sprinkled chariot, Failbird105, NUKE9.13
Slenderions
- Use DNA Token [1] Shadowclaw
Bonus Design:
Recruit Collaborators [5] - Failbird105, NUKE9.13, SamSpeeds, Crazyabe, Shadowclaw
Air Superiority [4] - Sprinkled Chariot, Piratejoe, Kevak, Puppyguard
Design:
Armorer Crab [] -
- Use DNA token [] -
- Don't use DNA token [] -
Scuttles [2] - SamSpeeds, Crazyabe
- Use DNA token [2] - SamSpeeds, Crazyabe
- Don't use DNA token [] -
Major Fighter Improvements [6] - Piratejoe, Kevak, sprinkled chariot, Failbird105, NUKE9.13, Puppyguard
Slenderions
- Use DNA Token [1] Shadowclaw
Bonus Design:
Recruit Collaborators [6] - Failbird105, NUKE9.13, SamSpeeds, Crazyabe, Shadowclaw, Puppyguard
Air Superiority [3] - Sprinkled Chariot, Piratejoe, Kevak
Quote from: VotesDesign:
Armorer Crab [] -
- Use DNA token [] -
- Don't use DNA token [] -
Scuttles [2] - SamSpeeds, Crazyabe
- Use DNA token [2] - SamSpeeds, Crazyabe
- Don't use DNA token [] -
Major Fighter Improvements [7) - Piratejoe, Kevak, sprinkled chariot, Failbird105, NUKE9.13, Puppy guard tyrant Leviathan
Slenderions
- Use DNA Token [1] Shadowclaw
Bonus Design:
Recruit Collaborators [7) - Failbird105, NUKE9.13, SamSpeeds, Crazyabe, Shadowclaw, Puppy-guard tyrant leviathan
Air Superiority [3] - Sprinkled Chariot, Piratejoe, Kevak
@10ebbor10 How does the Scout Drone move? I explicitly said it was hovering like 1ft off the air since it's based on this from xcom? It seems like it moved with legs or treads in the description? I understand that it doesn't really fly, just more like hovering
@10ebbor10 For thematic reasons alone, how long is each turn? From the description and such I believe it's either 2 weeks or a month... but a month means each turn is kinda over-exaggerated? It means we actually do very little for the time we're given, so it makes sense in my head that each turn takes 2 weeks. Also base Xcom 2012 did have two abduction choices out of three spots (so the aliens tried harvest on 6 sites each month) you had to choose per turn, as I remember
So ebbor I wanted to ask, what kind of things would be relevant to the DNA point? Like, would NuCom floaters be able to use it even though they're very heavily cybernetic?
Depends on the justification and fluff you attach to it.So I'm assuming that a DNA token is meant to represent patching in Earth DNA to change things?
Major Fighter Improvements: Our Light Fighter has proven to be inadequate to deal with the Humans own interceptor, and the fact that such primitives can do such damage is unacceptable. As such, we have decided to make plenty of improvements. To do this, we increase the speed and maneuverability of our craft as much as we possibly can, all the while replacing the control of the craft from a navigator in another UFO to the fighter itself, this can also allow it to utilize its construction better and react thousands of times faster then any mere sectoid controller could ever hope. All of this will result in more agile fighters that can tell the difference between human aircraft and our UFO's, know how to engage and destroy human aircraft in an efficient manner, and of course, be able to dodge and get into the blind spots of enemy aircraft. A side objective of this work, that is mostly only to be worked on if we have time left, is to armour the fighter a little bit better, not much as it needs to remain light, but enough that it will increase survivability slightly.Normal : 2 + 3 : Average
Recruit Collaborators: Not all Earthlings are irrationally opposed to our efforts to bring them into the Great Plan. Many are, for various reasons, willing to cooperate. Some want wealth, their desire for the worthless metal they call "Gold" overwhelming xenophobia. Others want knowledge, and will work for us in exchange for meaningless secrets. Some simply want to be a part of something greater than themselves. Whatever their motivation, we can accomodate them.Normal : 4 + 3 (Superior craftmanship)
We send a team of negotiators to contact susceptible individuals, establishing communications and providing whatever it is they desire. Subsequently, the converted Earthlings will serve us, providing information on their country's actions, offering assistance in further missions, and spreading our influence to make way for our eventual takeover.
Mechanically, the goal of this mission is to contact, negotiate with, and then ensure the safe and anonymous departure of our new allies. Should XCOM interfere, they should be either eliminated, or kept away from the negotiations long enough for them to conclude, and prevented from identifying our collaborators.
Hmm. Unfortunate that it costs more. How much more, exactly? I'm guessing 2VP, but it doesn't actually say?Hmm, it would require quite a bit of revision to the design. The main thing is reducing the abdomen, which pains me to do. We also would be best off giving them vocal chords.
Anyway, the way the results for RC are worded suggests to me that the unit we create next turn should, amongst other things, be suited for infiltration. I like the Masked Reavers for the idea of a unit with a mask concealing a horrible alien face. They could be modelled after the classic tragedy/comedy theatre masks. Then we just cram 'em in a suit, and from a distance, it's just a regular dude wearing a mask for some reason. In combat, they reveal their true face, tear off the suit, and lay into folks.
I was thinking of giving the other Scout to Japan some elerium grenades and no Meld Containers for the Recruit Collaborators mission, since I believe the Meld would have no effect with the Recruit Collaborator? Or am I wrong?Yeah, I don't think Meld will help on a Recruit mission. Give the Japan flight the grenades.
Hmm. Unfortunate that it costs more. How much more, exactly? I'm guessing 2VP, but it doesn't actually say?
Well, you could give it to people, but who'd want it?I was thinking of giving the other Scout to Japan some elerium grenades and no Meld Containers for the Recruit Collaborators mission, since I believe the Meld would have no effect with the Recruit Collaborator? Or am I wrong?Yeah, I don't think Meld will help on a Recruit mission. Give the Japan flight the grenades.
Quote from: Mission 1Mission Type: Harvest
Craft(s): 1 Small Scout , 1 Medium fighter (3VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: EgyptQuote from: Mission 2Mission Type: Recruit CollaboratorsTotal Cost: 4VP, 4UP, 2EP
Craft(s): 1 Small Scout (1VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Elerium Grenade) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: Canada
So a revision like this:But wouldn't the fighter completely nullify our stealth advantage if the scout is the only stealthy one? If we did that then they could learn about the new fighter, the new mission, AND the new stealth all in one action, and they still learn about the fighter and stealth even if they DO get shot down!
Basic Craft Obfuscation: A combination of small changes to hull shape, and the use of certain materials, makes the Small Scout a lot harder to detect using conventional means. The goal here is not complete invisibility, but rather a reduced chance of detection. We hope to be able to apply this to all our Small Scouts with no significant increase in cost.
Combined with a plan like this:Quote from: Plan Sneakin into CanadaQuote from: Mission 1Mission Type: Harvest
Craft(s): 1 Small Scout , 1 Medium fighter (3VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: EgyptQuote from: Mission 2Mission Type: Recruit CollaboratorsTotal Cost: 4VP, 4UP, 2EP
Craft(s): 1 Small Scout (1VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Elerium Grenade) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: Canada
But wouldn't the fighter completely nullify our stealth advantage if the scout is the only stealthy one? If we did that then they could learn about the new fighter, the new mission, AND the new stealth all in one action, and they still learn about the fighter and stealth even if they DO get shot down!Which is why my plan does not involve sending a fighter on the Recruit mission.
Personally I do still think we need a revision to get armor, because upgrading a units durability first is wasting a revision, since it ONLY benefits that unit, any further ones we make will not get that advantage.I mean, we could apply it to all our ships, I suppose.
What makes you think that a revision cannot be applied to ships as well as units after we've planned the missions? I think that so long as it doesn't affect the cost, we should be able to apply the upgrades.
ebbor, could you confirm this?
So far XCOM has successfully detected at least 3/4 of our attacks so far (they might've just ignored the last one, who knows). I'm pretty sure at this point that they've set up some Big Radar or something that covers most of/all of the earth. I doubt it would matter if we sent less craft per mission, they'll find out anyway. So (presuming I'm correct about their detection abilities), it would be safer to send more craft with important missions, because the Scout would be better protected. Also Stealth Tech is a good idea and probably necessary.
Mission Type: Harvest
Craft(s): 2 Small Scout , 1 Medium fighter (4VP)
Unit loadout: 2 Sectoid (2xPlasma Pistols, 1xMeld container, 1xElerium Grenade) (2UP, 2EP)
2 Scout Drone (2UP)
Destination: Brazil
Plan: Screw people who like Niles and Robots
Mission Type: Harvest
Crafts(s): 1 Small Scout, 1 Medium Fighter 3VP
Unit Loadout: 1 Sectoid (Plasma Pistols, Meld Containers) (1UP, 1EP)
1 Scout Drones (1UP)
Destination: Egypt
Mission Type: Harvest
Crafts(s): 1 Small Scout (1 VP)
Unit Loadout: 1 Sectoid (Plasma Pistols, Elerium Grenades) (1UP, 1EP)
1 Scout Drones (1UP)
Destination: Japan
(Cost: 4 VP, 4 UP, 2 EP)
We don't have four UP, but I can tell you meant for one of the drones to use EP.You're absolutely right that we don't have four UP.
Strategy
Let's All Go To Egypt: (1) NUKE9.13
yeah no fucking clue how I forgot that.We don't have four UP, but I can tell you meant for one of the drones to use EP.You're absolutely right that we don't have four UP.
We have six.
Anyway, votes?
Strategy
Let's All Go To Egypt: (2) NUKE9.13, Failbird105
StrategyIf we send a scout alone it's a suicide mission, they will have interceptors able to deal with a lone one.
NUKE's 'Let's All Go To Egypt': (3) NUKE9.13, Failbird105, Puppyguard
Shadowclaw's 'Screw people who like Niles and Robots': (1) Shadowclaw777
The results for the Medium Fighter outright say it can take on 3 Interceptors at a time.
They wouldn't expect it a second time!Quote from: Mission 1Mission Type: Harvest
Craft(s): 1 Small Scout , 1 Medium fighter (3VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Meld container) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: BrazilQuote from: Mission 2Mission Type: Recruit CollaboratorsTotal Cost: 4VP, 4UP, 2EP
Craft(s): 1 Small Scout (1VP)
Unit loadout: 1 Sectoid (Plasma Pistols, Elerium Grenade) (1UP, 1EP)
1 Scout Drone (1UP)
Destination: Brazil
Seems cool enough, but why have access to Actual Human DNA and cloning technology. I don't see why we wouldn't just clone a human and modify THAT, if you don't also want enhanced strength or something. I guess being a shapeshifting octopus would given them increased escape and espionage abilities?Well I mean, yeah, it might even be a trivial design, but it feels almost like cheating to just make our own humans.
I like the Octodad idea, although I feel compelled to point out that we don't have to base every species 100% off of Earth creatures. We presumably have gene banks containing the DNA of a wide variety of alien species. So Octodad could be, like, 80% alien, 20% Earth octopus.True, but I want to get the most out of our DNA token, that and I think it would make the design harder unnecessarily if we were to mash a bunch of things together rather than getting a solid, effective base with our Earth DNA and improving that with alien bits.
I kinda like the idea of making a species that is good in combat as wellDude, it's a giant octopus with guns, how is that NOT effective in combat? Even past its ability to replicate humans, it has great stealth(powerful natural camouflage) for setting up ambushes, and is an amazing grappler(tentacles with suction cups) capable of both locking down and disarming enemies.
I'm not sure what ebbor intends with the DNA tokens, but I suspect that it is "add Earth bits to Alien DNA", not "add Alien bits to Earth DNA". I mean, your common or garden octopus is not a six-foot tall humanoid, is intelligent for an animal but not smart enough for our purposes, not very good at combat, and lives in the water. There are way more changes you need to make to an octopus to make it into what you want than there would be if you started with an alien and added octopus bits.I like the Octodad idea, although I feel compelled to point out that we don't have to base every species 100% off of Earth creatures. We presumably have gene banks containing the DNA of a wide variety of alien species. So Octodad could be, like, 80% alien, 20% Earth octopus.True, but I want to get the most out of our DNA token, that and I think it would make the design harder unnecessarily if we were to mash a bunch of things together rather than getting a solid, effective base with our Earth DNA and improving that with alien bits.
Ah, well, it was the lack of you hyping up its combat abilities in the proposal that confused me. Ebbor is not a mind-reader, if you want a feature, you need to ask for it. As it stands, it reads like a unit designed primarily for infiltration, that has some incidental combat value. You should add a paragraph describing why it is an effective fighter- "It's an octopus with guns" doesn't actually make it sound that potent. Describe its stealth abilities, the value of its tentacles in melee combat, and I could get on board with it.QuoteI kinda like the idea of making a species that is good in combat as wellDude, it's a giant octopus with guns, how is that NOT effective in combat? Even past its ability to replicate humans, it has great stealth(powerful natural camouflage) for setting up ambushes, and is an amazing grappler(tentacles with suction cups) capable of both locking down and disarming enemies.
This design is the most important traits of both the thin man and seeker combined with a bit extra.
However since people keep saying that's somehow not good enough I can enhance them in a few ways.
edit: there, it now has higher raw strength, and also wields a plasma pistol side arm, even when its non-side arm is a plasma pistol.
You forget one of the most important thing with designing a unit with multiple limbs, motor control. I'd imagine it would require extra investment just so you have a unit that can function with all its limbs so you can have "8 plasma pistols firing down range", however this investment could equally spent on just simply increasing the creature's intelligence. I'm just thinking that while it looks flashy, it's probably going to have some problem with trying to utilize its Arms in... effective manners.Boo this man. The XCOM setting is not hard sci-fi. Implausible creatures exist all the time. The Rule of Cool is an important determinant of what works or not. An octo-man sounds cool, and is sufficiently plausible, therefore it will work.
StrategyNoticed Sprinkled Chariot voted on a plan.
NUKE's 'Let's All Go To Egypt': (4) NUKE9.13, Failbird105, Puppyguard, Sprinkled Chariot
Shadowclaw's 'Screw people who like Niles and Robots': (1) Shadowclaw777
Piratejoes "Portugal": (1) Piratejoe
As for your Masked Men NUKE, I'd be okay with them, if you didn't call them Reavers. As it is that name puts them just over the border into the two designs being irreconcilable.Ah, fair enough. Removed the Reaver name.
I also feel like our infiltrators "wearing" very obvious masks is quite self defeating, it means they can't actually infiltrate because they are naturally suspicious in most environments.
Note how pretty much all of the physical oddities with Thin Men were easily concealed by sunglasses and a suit, they look completely ordinary unless you pay really close attention.
Ah, fair enough. Removed the Reaver name.Well yes, but at the same time unless we never use them for ANYTHING espionage related other than recruitment then people are going to get suspicious of strange men wearing masks showing up in their cities before bad things happen, and they won't be able to infiltrate any location more secure than public areas without drawing attention. It's quite a large handicap to have.
As for the masks being suspicious... I mean, yes, sort of. But I'm assuming the world operates on a kind of fiction-logic where NPCs ignore things that are a little bit out of place. And, I mean, if you saw a bunch of dudes wearing masks IRL, you'd think "Those are some weird dudes", but not "ALIENS!!", so it isn't that big of a giveaway.
I'll admit, though, that part of the reason I like the masks is that I like giving things handicaps, rather than make them perfect in every way. I always figure that if you suggest a perfect design, the GM is gonna be looking for flaws to stick on it for game balance purposes anyway, so might as well save time and build in a few.
StrategyI'm going to assume everyone is cool with going to Brazil, and have edited the plan (and moved PJs vote) accordingly.
NUKE's 'Let's All Go ToEgyptBrazil (http://www.bay12forums.com/smf/index.php?topic=168643.msg7652585#msg7652585)': (5) NUKE9.13, Failbird105, Puppyguard, Sprinkled Chariot, Piratejoe
Shadowclaw's 'Screw people who like Niles and Robots': (1) Shadowclaw777
Piratejoe's "Portugal":
I'm going to assume everyone is cool with going to Brazil, and have edited the plan (and moved PJs vote) accordingly.Sure I'm fine with brazil. My only concern is they might have interceptors patrolling there due to panic, but let's try it and find out what happens.
Mission Type: Harvest
Craft(s): 2 Small Scout , 1 Medium fighter (4VP)
Unit loadout: 2 Sectoid (2xPlasma Pistols, 1xMeld container, 1xElerium Grenade) (2UP, 2EP)
2 Scout Drone (2UP)
Destination: Brazil
Revision
BCO: (1) NUKE9.13
Revision
BCO: (2) NUKE9.13, Piratejoe
Revision
BCO: (3) NUKE9.13, Piratejoe, Ardent Debater
RevisionYeah I'll go for this, get a stealth upgrade and then make a good infiltrator alien next turn. Speaking of, I fixed up the infiltrator design, mostly the same, but works better for the DNA token, and is cooler.
BCO: (3) NUKE9.13, Piratejoe, Ardent Debater
ECM: (2) Shadowclaw, Failbird105
In anticipation of the need for an infiltration unit, we looked all through our DNA banks to find something suitable, we found one. A creature we called the Faceless. It was capable of perfectly replicating the physical form of a being(just one) it took in the DNA of. Unfortunately, this was simply infeasible to reproduce with our current resources. Therefore, we took what we could from that base, and merged in the next best thing, we have introduced the DNA of a mimic octopus into the mix. The Skin Crawlers take a shape like its octopus side by default, with a faceless' head instead of the normal bulbous one of octopi. They have a set of eight tentacles, each of which are four inches thick at their base and 1.5 at their tip lined on their underside with suction cups, the tentacles each end a few inches early in a set of three short, viciously clawed digits kept from the faceless, these allow it to form hands, it braids two tentacles around eachother to form each individual limb, this makes them twice as strong as average, but obviously inhuman when not covered. A Skin Crawlers intelligence is equal to sectoids on a general level, but it has extra enhancements dedicated to social interaction and language, it still struggles to manage "slang" however. It cannot manage the perfect replication its the faceless could, but it can pretty much perfectly mimic human skin and hair colors in addition to the mimic octopus' ability to mimic the color of the ground around it, and can use the faceless shape altering to replicate a human face fairly accurately, but it remains somewhat in the "uncanny valley" as humans call it, the main problem is it can only do one expression at a time, bigger changes like for talking or going from open smile to large frown are awkward, but the smaller, subtler ones are well within its capacity. It has vocal chords, and can speak relatively well despite its face problems, albeit rather monotone.I updated it to use an alien base, and merged in the mimic octopus afterwards instead of the reverse. This should be much more in the spirit of the DNA token.
Its physical strength is above human levels, however its lack of bones makes carrying heavy objects very hard(hauling along the ground works though). It can hold objects and is capable of precise manipulation on the level of any human.
In combat meanwhile, it can shed its disguise(basically just slipping out of its clothes) and then bloat itself up into a giant octopoid creature, carrying itself around rapidly on its clawed tentacles. It can technically hold and wield a gun with each tentacle, but needs to use two at a time to keep them steady. Its unarmed tentacles can be lashed around rapidly and, due to the faceless' elastic skin, stretch long distances to slash and grab at nearby enemies with vicious claws. It can also use the tentacles for climbing with its suction cups and to grab enemies in a tight grip and rip their weapons from their hands. Its mimic octopus camouflage lets it blend in effortlessly with the color and texture of its surroundings, however it can't wear armor if it is to do so, as such a thing would immediately give it away.
Typically a Skin Crawler wears a generic black suit outfit in disguise, and is equipped with a plasma pistol in addition to its primary weapon(even if said weapon is a plasma pistol).
Electric Countermeasure (ECM): The enemy utilize outdated guided missiles to destroy our craft, while effective before they will soon realize it has no application and doesn't even work the way they intended. The ECM we as the aliens utilize more of the defensive mind that involves advance means of blip enhancement and missile terminal homers to make sure that their missiles can't get a lock-on our crafts, making them nearly totally useless in the sky. They could always try dumb-firing their missiles in the sky, but how effective would that be? The ECM is meant to be placed in the Navigation system of a UFO that can be activated on any moment, temporarily utilizing some power to make sure that the ECM is active. As noted its is quite effective at creating a "jamming" signal against enemy missiles which means that they can't lock on or be guided to our craft It can also be utilized by our own artificial drone crafts and they activate the ECM at their own discretion.
ECM measures are much optional, and as it is intended to be incorporated into the Navigation system of a UFO, it can be applied to all crafts.
Revision
BCO: (3) NUKE9.13, Piratejoe, Ardent Debater
ECM: (3) Shadowclaw, Failbird105, Puppyguard
RevisionWelp, lets make them suffer more then, and by that I mean lets make their aircraft useless against our own.
BCO: (2) NUKE9.13, Ardent Debater
ECM: (4) Shadowclaw, Failbird105, Puppyguard, Piratejoe
Revision
BCO: (2) NUKE9.13, Ardent Debater
ECM: (5) Shadowclaw, Failbird105, Puppyguard, Piratejoe, Kevak
Quote from: VotesRevision
BCO: (2) NUKE9.13, Ardent Debater
ECM: (6) Shadowclaw, Failbird105, Puppyguard, Piratejoe, Kevak, Tyrant Leviathan
Air Superiority is the only thing that matters when it comes down to it.
Revision
BCO: (1) NUKE9.13
ECM: (7) Shadowclaw, Failbird105, Puppyguard, Piratejoe, Kevak, Tyrant Leviathan, Ardent Debater
Air Superiority is the only thing that matters when it comes down to it.Speaking of this, ebbor, I may be confused, so could you clarify: is this game primarily about UFOs and Interceptors dogfighting, with ground combat thrown in as an afterthought, or is it more like the videogames, where the aerial combat is only a sideshow to the ground focus?
ebbor, I may be confused, so could you clarify: is this game primarily about UFOs and Interceptors dogfighting, with ground combat thrown in as an afterthought, or is it more like the videogames, where the aerial combat is only a sideshow to the ground focus?
ebbor: I assume it is possible to get EP and VP tokens as well, right? Any hints as to what sort of missions would yield such rewards?
And psychoactive conduits are outside of our grasp before we swag with golden chains ?A) I didn't mean gold- humans think gold has value, I'm imaging Psitanium as some semi-precious stone-, though I understand the confusion, what with me saying "gold mine". I've changed that to "(metaphorical) gold mine"
I feel next turns we need to overhaul ground as that is how we get resources. We do need air power to get it back to base. But need minions to get their hands dirty.So what kind of thing are you suggesting, new units? If so I feel my giant dual wielding stealth octopus would be a good idea for that.
Earth name suggestion for psitanium: QuartzYes, but do you really want to validate pseudoscientific/crystal healing principles that argue amethyst is ideal for stimulating the third eye, increasing intelligence, and empowering imagination and perception? It's also said to protect against psychic attack, so there's that as well. :P
Violet Quartz fits all the listed criteria. Purple, generates electricity for no immediately apparent reason, is really abundant in geologically active celestial objects with earth’s mineral content/atmosphere.
Or any number of other things. Ebbor, would this (Psitanium) be acceptable as a concept?
Electric Countermeasure (ECM): The enemy utilize outdated guided missiles to destroy our craft, while effective before they will soon realize it has no application and doesn't even work the way they intended. The ECM we as the aliens utilize more of the defensive mind that involves advance means of blip enhancement and missile terminal homers to make sure that their missiles can't get a lock-on our crafts, making them nearly totally useless in the sky. They could always try dumb-firing their missiles in the sky, but how effective would that be? The ECM is meant to be placed in the Navigation system of a UFO that can be activated on any moment, temporarily utilizing some power to make sure that the ECM is active. As noted its is quite effective at creating a "jamming" signal against enemy missiles which means that they can't lock on or be guided to our craft It can also be utilized by our own artificial drone crafts and they activate the ECM at their own discretion.Normal : 2 + 1 (Buggy Mess)
ECM measures are much optional, and as it is intended to be incorporated into the Navigation system of a UFO, it can be applied to all crafts.
Mission Type: Harvest
Craft(s): 2 Small Scout , 1 Medium fighter (4VP)
Unit loadout: 2 Sectoid (2xPlasma Pistols, 1xMeld container, 1xElerium Grenade) (2UP, 2EP)
2 Scout Drone (2UP)
Destination: Brazil
Skin Crawler (1) - Failbird105
-Use no DNA tokens ():
-Use one DNA token ():
-Use two DNA tokens (1):
Design
Skin Crawler (http://www.bay12forums.com/smf/index.php?topic=168643.msg7653353#msg7653353):
-Using 2 DNA Tokens: (1) NUKE9.13
Month-End Bonus
VP: (2) NUKE9.13, Failbird105
Design
Skin Crawler (http://www.bay12forums.com/smf/index.php?topic=168643.msg7653353#msg7653353):
-Using 2 DNA Tokens: (2) NUKE9.13, Puppyguard.
Month-End Bonus
VP: (3) NUKE9.13, Failbird105, Puppyguard
We have to use the VP now, as in literally the update says to use it immediately. I say we get a free Scout, that way we can make use of all six of our UP. Also you forgot my vote for two tokens.Sorry, I didn't see your edit.
Design
Skin Crawler (http://www.bay12forums.com/smf/index.php?topic=168643.msg7653353#msg7653353):
-Using 2 DNA Tokens: (3) NUKE9.13, Puppyguard, Failbird105
Month-End Bonus
VP spent on Small Scout: (3) NUKE9.13, Failbird105, Puppyguard
That was a great update. Properly done xenofiction is always a treat to read. Well done Ebbor.This. I really enjoyed seeing the battle from the perspective of the sectoids. (and the drone, thanks nuke!)
Design
Skin Crawler (http://www.bay12forums.com/smf/index.php?topic=168643.msg7653353#msg7653353):
-Using 2 DNA Tokens: (5) NUKE9.13, Puppyguard, Failbird105, SamSpeeds, Tyrant Leviathan
Month-End Bonus
VP spent on Small Scout: (3) NUKE9.13, Failbird105, Puppyguard
Design
Skin Crawler (http://www.bay12forums.com/smf/index.php?topic=168643.msg7653353#msg7653353):
-Using 2 DNA Tokens: (6) NUKE9.13, Puppyguard, Failbird105, SamSpeeds, Tyrant Leviathan, Piratejoe
Month-End Bonus
VP spent on Small Scout: (4) NUKE9.13, Failbird105, Puppyguard, Piratejoe
To clarify, (as an observer) ebbor: is the month end bonus a token or a permanent increase in capacity?It's one of those tokens that get you 1 free point of stuff.
On the display four strange ships had appearedOf which three were Ravens.
Chryssalids - 11 terrors out of 10
Mutons are literally just. Mutons. They're in the genebanks. There is nothing particularly 'new' or 'hard' about making them. They're big, bulky, brawny, and have armor. That's all there is to them.And this is an arms race. Which means anything we design can be determined with a dice roll, so, considering that Mutons are a mid game threat, and we are only on the second month, I would suspect them to be harder to make then the Vipers.
Vipers: Have functionally no armor. Scales are not armor when they're about as resilient as the average gecko.From the Xcom 2 wiki "Despite their resemblance to terrestrial snakes, the Viper is actually a wholly extraterrestrial species unmodified by human DNA. However, it retains the modified Thin Man's poison and high accuracy, combat abilities and intelligence." And, from the multiplayer, they have poison spit just like the thinmen had, so, I don't think thinmen do it better. It also never mentions just how tough their scales are, but a knife probably would be useful if you could manage to pull it out quick enough and use it after being pulled violently and quickly from where you where standing before having the equivalent of what a boa constrictor would do with a much larger snake done to you.
Lasso: Because pulling a soldier to you when the soldier has a combat knife and a gun is totally a good idea outside of video games.
Poison is good but thinmen do it better.
Thinmen use carbines. Not rifles. Again thinmen are superior to vipers in every way that matters.
They didn't fly actually, they only where on missions where you where under water so they could only swim.Chryssalids - 11 terrors out of 10
In Terror of the Deep there were flying octopuses who could do same trick, just they flew.
Edit: And what of Chimeras? They seem to basically be Mutons with basic healing factor.
Do you see those 'big bulky metal plates' that Mutons wear? That's called armor.
Do you see those 'big bulky metal plates' that Mutons wear? That's called armor.
Ok, but would we not have to design that? If they're wearing it, it sounds like a separate item.
And this is an arms race. Which means anything we design can be determined with a dice roll, so, considering that Mutons are a mid game threat, and we are only on the second month, I would suspect them to be harder to make then the Vipers.Mutons are midgame lorewise because the ayys don't expect significant resistance initially. So they simply don't field em.
From the Xcom 2 wiki "Despite their resemblance to terrestrial snakes, the Viper is actually a wholly extraterrestrial species unmodified by human DNA. However, it retains the modified Thin Man's poison and high accuracy, combat abilities and intelligence." And, from the multiplayer, they have poison spit just like the thinmen had, so, I don't think thinmen do it better. It also never mentions just how tough their scales are, but a knife probably would be useful if you could manage to pull it out quick enough and use it after being pulled violently and quickly from where you where standing before having the equivalent of what a boa constrictor would do with a much larger snake done to you.I think you missed the 'Thinmen can jump buildings' thing. Vipers cannot do that. Mobility is the Absolute Most Important Thing for a skirmisher to have. Vipers cannot jump buildings. Thinmen can.
Hmm ok, well maybe make flying octopus that inject embryos.Again, they only worked underwater, not above water.
DesignThis is from page 20 when piratejoe last updated the votebox.
Skin Crawler (http://www.bay12forums.com/smf/index.php?topic=168643.msg7653353#msg7653353):
-Using 2 DNA Tokens: (6) NUKE9.13, Puppyguard, Failbird105, SamSpeeds, Tyrant Leviathan, Piratejoe
Month-End Bonus
VP spent on Small Scout: (4) NUKE9.13, Failbird105, Puppyguard, Piratejoe
Quote from: VotesDesignThis is from page 20 when piratejoe last updated the votebox.
Skin Crawler (http://www.bay12forums.com/smf/index.php?topic=168643.msg7653353#msg7653353):
-Using 2 DNA Tokens: (6)NUKE9.13, Puppyguard, Failbird105, SamSpeeds, Tyrant Leviathan, Piratejoe
Month-End Bonus
VP spent on Small Scout: (5)NUKE9.13, Failbird105, Puppyguard, Pirate Joe Tyrant Leviathan
Kevak, why do you want thinmen so badly? Vipers are just better. I know you want better mobility but when that mobility is just being able to jump up a story tall floor in exchange for being killed by a stray pistol round and not being able to take as much of a hit as our current sectoids well...that generally considered bad. Also, I should mention that Vipers are still agile, and probably have extreme reaction times considering they are able to dodge shots that would normally hit dead on and make it only a grazing shot...And they can climb ladders and drainage pipes without issue so I feel as if mobility issues aren't really a thing...
As for have normal humans as a unit. I feel as if it is a flawless idea, though having them think they are mutons, while frankly hilarious, would probably be a bad idea both for them interacting with humans and in combat.
What's wrong with Octodads?Nothing is wrong with Octodads. They're ambushers that'll do best paired with either skirmishers to lead foes into their trap or with frontliners to just make the combat zone significantly more hazardous for the foe. They'd be a great unit to add in the coming weeks in my view.
Design
Skin Crawler:
-Using 2 DNA Tokens: (6)NUKE9.13, Puppyguard, Failbird105, SamSpeeds, Tyrant Leviathan, Piratejoe, Kevak
Month-End Bonus
VP spent on Small Scout: (5)NUKE9.13, Failbird105, Puppyguard, Pirate Joe Tyrant Leviathan, Kevak
DesignFixed votebox.
Skin Crawler:
-Using 2 DNA Tokens: (7)NUKE9.13, Puppyguard, Failbird105, SamSpeeds, Tyrant Leviathan, Piratejoe, Kevak
Month-End Bonus
VP spent on Small Scout: (6)NUKE9.13, Failbird105, Puppyguard, Pirate Joe, Tyrant Leviathan, Kevak
Design
Skin Crawler:
-Using 2 DNA Tokens: (7)NUKE9.13, Puppyguard, Failbird105, SamSpeeds, Tyrant Leviathan, Piratejoe, Kevak
Human Clones: (1) Kashyyk
Month-End Bonus
VP spent on Small Scout: (6)NUKE9.13, Failbird105, Puppyguard, Pirate Joe, Tyrant Leviathan, Kevak
Because why not human clones? Skin Crawlers just sound like an overly complicated way of getting something that looks like a human, when we could instead just use humans...Because we're aliens.
Pirate. Idunno what game you were playing but 'a stray pistol round' will not kill a thinman. It'll injure one sure, but a 'stray pistol round' will also injure a viper just as much. Vipers are not superior skirmishers. You're trying to play off 'being able to leap multiple story buildings' as 'just x' but it's not 'just x.' I'm not sure if you realize the tactical implications of a unit capable of flat out bypassing walls, not even accounting for if we oh lets say. Give them snipers or shotguns and play up their 'skirmisher' role even further. Vipers lack the platform stability for sniping duty and they lack the tactical mobility to compete with thinmen in the skirmishing capacity. Their relative fragility compared to vipers notwithstanding, you do not build a skirmisher with the intent of them getting hit. You build one with the intent of 'not' getting hit. Hence the 'high mobility.' and 'Attack from Unexpected angles.A pistol can kill a thinman if the shot crits, a basic revolver pistol round, the kind any armed Civilian in the US might have, can do 4 damage on a crit and normally does 3 to 2 damage. Meaning half the time a single bullet from it will gravely wound and occasionally kill a thinman in one shot. And I don't think a viper lacks the 'platform stability' for sniping, or shooting anything for that matter. I understand and agree that high mobility is key for a skirmisher, what I disagree is having a skirmisher that can be killed so easily because as skilled and agile as they might be, they are still going to get shot at.
Lets go over the specifics of what vipers are better at than Thinmen.This is a understandable point to make, however I would like to address the smaller profiles point you make here. From my understanding, being so similar to snakes and all that, their vital organs would be protected by the armour vipers have, as the unarmored part of their body would mostly be the stomach (and the liver in the upper section), which to my knowledge is one of the better places to get shot in, unlike the shoulder. But yes, this point if a fairly good one.
-Rapid reaction: So they're an overwatcher that's hardish to hit and knows to duck behind cover when someone takes a potshot. This is good in a Frontline Combatant. It's nice to have in a skirmisher too, but there is nothing stopping us from giving thinmen the same thing. Hell, since thinmen have Smaller Profiles they'd be even harder to hit if they had that. I will note though that mechanically speaking, Grazing Shots were not a thing in EU/EW1. Had they been, I'm rather certain thinmen would have received sufficient agility to make shots occasionally graze.
-Climbing ladders and drainage pipes are all well and fine, but what about when there isn't a ladder or a drainage pipe? Such as oh I don't know. A military complex's walls. Or a rather significant number of modern day buildings? Mobility is Extremely important for skirmishers. Possibly Thee most important ability in fact. Snipers can't snipe from street level with ease after all. And it's far easier to get around a blockade by just hopping a building instead of having to search around for a drainpipe that isn't there.Don't most apartments have fire escapes? I mean, in a military base, your point makes sense but, the buildings that don't have fire escapes, like masive high rise office buildings, would probably be to big for thinmen to jump over...in fact, I would frankly be shocked if they could some how jump up a high building like that. At most, I think they would be able to jump five stories high...And, for a military complex's walls...why would we assault the walls? We have UFO's, we can just destroy all the walls while flying before landing, or if the complex is large enough, just land inside it. Mobility is key for skirmishers, I know and get that, just vertical mobility is something that I feel is not worth being able to be picked off by a lucky pistol shot.
-Not being able to take much of a hit. What? The hell are you talking about? Are we playing the same game? Thinmen by default would be about as durable as our current sectoids. By default thinmen have 5 health if I recall on Normal Difficulty in Vanilla (LW it's 6 and they get more health as the campaign progresses based on the alien research score). A default pistol does 2 damage and fires 3 shots in a single 2 damage attack. For comparison, a default sectoid has 3 health on Normal Difficulty in Vanilla (LW it's 4 and they gain health as the ayys research). So a default sectoid can also take three pistol rounds. For comparison. An unarmored rookie tier human has 4 health by default unless the 'not born equally' second wave setting is on. Rookies with tac armor get an additional 1 health, bringing the 'default redshirt rookie' up to 5 health. Not take a hit my ass. They don't have the 'stacks upon stacks' of health that everything in Xcom 2 does but they don't really need it. They're skirmishers. And nothing is stopping them from wearing bulletproof vests. They are shaped like humans after all.In Xcom 2, sectoids which have been genetically modified with the use of human DNA making them stronger, like what we did to our own sectoids have 7 HP on the easiest difficulty, 8 on normal, which is the same as a viper. As I said before, a basic revolver pistol round can do 4 damage on a crit and normally does 3 to 2 damage. On harder difficulties, yes, the thinman has more health and yes, with long war they gain health, but extra health later on doesn't matter unless we decide to spend a revision on them to specifically give them that extra durability. And considering the human body, I think that they might need more then a bullet proof vest...
Vipers are better than Thinmen as Frontline Combatants. However as Frontline Combatants they are inferior to Mutons, Cyberdiscs, and several other xenos. Vipers are explicitly Not better than Thinmen in the skirmisher role.I agree with you on this, kind of. Vipers are not better then thinmen at skirmishing, but thinmen aren't better at vipers. One is a glass cannon, the other is able to actually take a hit and finish off what hit them. Also, a major reason as to why we shouldn't get thinmen is quite simply we will have an infiltration unit already in the form of skin crawlers.
Skin Crawler:
-Using 2 DNA Tokens: (7)NUKE9.13, Puppyguard, Failbird105, SamSpeeds, Tyrant Leviathan, Piratejoe, Kevak
Human Clones: (1) Kashyyk
Mindtwister: (1) Crazyabe
Month-End Bonus
VP spent on Small Scout: (7)NUKE9.13, Failbird105, Puppyguard, Pirate Joe, Tyrant Leviathan, Kevak, Crazyabe
A pistol can kill a thinman if the shot crits, a basic revolver pistol round, the kind any armed Civilian in the US might have, can do 4 damage on a crit and normally does 3 to 2 damage. Meaning half the time a single bullet from it will gravely wound and occasionally kill a thinman in one shot. And I don't think a viper lacks the 'platform stability' for sniping, or shooting anything for that matter. I understand and agree that high mobility is key for a skirmisher, what I disagree is having a skirmisher that can be killed so easily because as skilled and agile as they might be, they are still going to get shot at.
This is a understandable point to make, however I would like to address the smaller profiles point you make here. From my understanding, being so similar to snakes and all that, their vital organs would be protected by the armour vipers have, as the unarmored part of their body would mostly be the stomach (and the liver in the upper section), which to my knowledge is one of the better places to get shot in, unlike the shoulder. But yes, this point if a fairly good one.Vipers are bigger than the average human, they need larger organs than a comparative thinmint. The likely location of most of said organs is certainly armored but they're still a significantly larger target. And the number of unarmored locations is.. Substantial if we're talking about armor. Thinmints do not by default have armor, however if they received armor, they would likely be about as durable as you'd expect an armored human combatant to be and then a bit more. Unarmored thinmints are equivalent in durability to an armored human.
Don't most apartments have fire escapes? I mean, in a military base, your point makes sense but, the buildings that don't have fire escapes, like masive high rise office buildings, would probably be to big for thinmen to jump over...in fact, I would frankly be shocked if they could some how jump up a high building like that. At most, I think they would be able to jump five stories high...And, for a military complex's walls...why would we assault the walls? We have UFO's, we can just destroy all the walls while flying before landing, or if the complex is large enough, just land inside it. Mobility is key for skirmishers, I know and get that, just vertical mobility is something that I feel is not worth being able to be picked off by a lucky pistol shot.Depends on the location. Some countries yes, some no, larger buildings normally don't. And scaling a fire escape takes a.. Fair bit longer than just leaping a building. Seconds matter in combat.
In Xcom 2, sectoids which have been genetically modified with the use of human DNA making them stronger, like what we did to our own sectoids have 7 HP on the easiest difficulty, 8 on normal, which is the same as a viper. As I said before, a basic revolver pistol round can do 4 damage on a crit and normally does 3 to 2 damage. On harder difficulties, yes, the thinman has more health and yes, with long war they gain health, but extra health later on doesn't matter unless we decide to spend a revision on them to specifically give them that extra durability. And considering the human body, I think that they might need more then a bullet proof vest...
False. A pistol of the tier available to xcom by default in newcom1 cannot kill a thinman if the shot crits. 3 damage crit barring additional perks to increase damage. Which caps out at a 4 damage crit if they have the ranger perk to raise damage by 1. (Still not enough to kill.) Keep in mind that the default pistol fires three shots in a single attack and does total 2 damage in said attack. The cumulative effort of all three bullets is 2 damage. Which isn't even half the health of a default thinmint. Keep in mind that the weapons xcom has available to it lorewise by default are Top Of The Line. The best of the best. A civilian weapon would not compare, although it would probably still be able to kill with sufficient subsequent shots. In Xcom 2, the weapons xcom has available to it are more advanced, that revolver that sharpshooters get that does 4 damage? That's not a thing right now in this armsrace. Xcom 2 ballistics are Definitely flat better than the default ballistics in xcom 1 and that is due to tech advancement.Again I'm going off of xcom 2, and your big thing with that is that its xcom 2 so clearly the technology of gunpowder ballistics's has improved...
Also if we're talking about making a unit that can get shot and not care about being shot, we should be turning off pain or alternatively using robots. If a thinman gets shot, it'll be in pain, if a snek gets shot, it'll be in pain.We aren't we are talking about that, we are talking about making a snek that can get shot and be in pain vs a thinmint that can be shot and fall over dead...
Vipers are bigger than the average human, they need larger organs than a comparative thinmint. The likely location of most of said organs is certainly armored but they're still a significantly larger target. And the number of unarmored locations is.. Substantial if we're talking about armor. Thinmints do not by default have armor, however if they received armor, they would likely be about as durable as you'd expect an armored human combatant to be and then a bit more. Unarmored thinmints are equivalent in durability to an armored human.Considering the average human can survive getting shot five times with a rifle while a thinman can die from three pistol shots, or one leftover from the original war revolver bullet on anything but the hardest difficulty without mods, I would say that's frankly not true...
I will note that Vipers do have substantially different physiology compared to a human. Know those tails? That's all muscles and tendons and arteries. Imagine how having multiple bullet wounds inside your leg would feel? Imagine that, but you only have one big leg.And I didn't take this into account when I mentioned that most of the unarmored bits would just be their stomach and, at the front near the armour they have, the liver? Getting shot anywhere is bad, we get that and its bound to happen, but considering such a large target has the reflexes to partially dodge bullets, gauss, and plasma, I feel as if being a larger target isn't too much of a trade off for not crumpling over due to a single revolver shot... Besides, if you get shot anywhere, the stomach is the place you are most likely going to want to be hit to survive...or just the skin as a glancing shot...
Depends on the location. Some countries yes, some no, larger buildings normally don't. And scaling a fire escape takes a.. Fair bit longer than just leaping a building. Seconds matter in combat.Yeah, I expect something like that. And I know that seconds matter in combat, but really the trade off to be able to jump fairly high isn't worth it in my opinion. Besides, if we really want, we can just add a little tweak to our vipers and give them a boost in their tail mussles, after all, snakes can jump fairly high for their size, and considering nothing looking like a human should realistically have the ability to jump up even half the height thinmen can, I don't think it will be much of an issue.
It is unlikely for em to jump up to the top of a highrise. They could totally jump through a window in a highrise though.
We do not currently have anything that permits leveling a military complex's walls. Though I will note that we should look into conventional artillery and ground air support. Also note that leveling the walls isn't always advantageous.Glances to the plasma cannon we have on all of our UFO's Uhhmmmmmmm....Well, I wanted a bomber anyway....though Im sure a strafe with our current fighter would do well enough...
Xcom 2 Pectoids are sectoids whom have been receiving repeated and substantial tweaks for the better part of 20 years. Xcom 2's sectoids certainly have 8 hp, but ours do not. We haven't had 'twenty years' to tweak em. We've had a month.Well, thats obvious. If they where exact copies, they would be able to raise the dead with mind powers and mind control or induce panic into our enemy. But, we gave them only the physical attributes to humans. I would expect they would at least be somewhat more durable then they would be without the little upgrade we gave them... I addressed how you are wrong with the revolvers. I don't care what you say about them, if the Xcom 2 lore says its from the old war, its from the old war damnit! And, lastly, I do believe the Vipers are the least genetically changed in Xcom 2, considering how they are 100% extra terrestrial and not related to earth snakes at all despite the similarities...
I addressed the revolver earlier. Xcom2 revolvers are not available at the current time because they do not exist yet. Their current pistol is a 2 damage for 3 shots.
Thinmints are definitely not particularly durable compared to xcom 2 xenos for sure. Keep in mind though that xcom 2 xenos have had over two decades to be tweaked.
Again I'm going off of xcom 2, and your big thing with that is that its xcom 2 so clearly the technology of gunpowder ballistics's has improved...
Yeah I highly doubt that...Considering advent rigged everything they had to blow up, and trying to use an advent mag rifle would result in you blowing up unless you are an advent soldier, and how the only humans to have gunpowder weapons would be rebels and those outside city centers I highly doubt much in the way of arms technology would be better then modern day tech. This is especially obvious considering the rifles used by resistance soldiers in the new terror missions only do 2 damage or 3 on a crit, less then the bloody revolver and what really puts the nail in the coffen for this is the simple fact that it's specifically mentioned the weapons you start out with are "leftover weapons from the original war" so calling it a weapon they don't have now is not exactly true. Also, you just proved my point, thinmen in normal unmodified xcom have 3 health on normal, and 4 on hard, which means that you can kill them with a pistol, easily when you have that ranger perk.
We aren't we are talking about that, we are talking about making a snek that can get shot and be in pain vs a thinmint that can be shot and fall over dead...
Considering the average human can survive getting shot five times with a rifle while a thinman can die from three pistol shots, or one leftover from the original war revolver bullet on anything but the hardest difficulty without mods, I would say that's frankly not true...
And I didn't take this into account when I mentioned that most of the unarmored bits would just be their stomach and, at the front near the armour they have, the liver? Getting shot anywhere is bad, we get that and its bound to happen, but considering such a large target has the reflexes to partially dodge bullets, gauss, and plasma, I feel as if being a larger target isn't too much of a trade off for not crumpling over due to a single revolver shot... Besides, if you get shot anywhere, the stomach is the place you are most likely going to want to be hit to survive...or just the skin as a glancing shot...
Yeah, I expect something like that. And I know that seconds matter in combat, but really the trade off to be able to jump fairly high isn't worth it in my opinion. Besides, if we really want, we can just add a little tweak to our vipers and give them a boost in their tail mussles, after all, snakes can jump fairly high for their size, and considering nothing looking like a human should realistically have the ability to jump up even half the height thinmen can, I don't think it will be much of an issue.Vipers are incapable of jumping. Also I'd rather use something with 'legs.' Legs are more mobile and provide better platform stability.
Glances to the plasma cannon we have on all of our UFO's Uhhmmmmmmm....Well, I wanted a bomber anyway....though Im sure a strafe with our current fighter would do well enough...Looks at the post of Ebbor's that stated we don't have any way to provide ground fire support with our ufo's. Uhm.... Yes. We do need a bomber. We are unable to strafe according to WOG. For 'reasons.' Fuck if I know why.
There are *plenty* of ways to make a gun better beyond 'just' gunpowder. Lets look at the technology available in x2 vs x1. X2 has access to numerous exotic materials, alloy is present in sufficient quantities that you could likely make quite a few things with it, you don't need to use the whole, rigged mag gun when the mag gun itself is built out of useful materials you can take and use elsewhere.Yeah, they could be made out of alien materials, but considering they are specifically stated they are left over from the old war at most, they are modified, which I doubt considering you can only modify them with specific things you gain from aliens, and you cant modify the revolver outside replacing it with a magnetic or plasma version. Also, this is going off the first month, and disregarding everything in Xcom 2 sounds fairly biased to your point of view seeing how the damage that 'ramps up' in my experience, only happens when you spend time working on a breakthrough to increase the damage of particular weapons by 1 point permanently...
Do you see any revolvers in Xcom1's armory? No? Okay then. Those are definitely not from the 'old war.' Do you see the multiple differences in how the guns behave mechanically in both 1 and 2? Yes? Okay. That covers that point. The guns are not 'from the old war' The guns are new. They do more damage than their 'old war' counterparts, they're more effective, and they're accurate. The guns that resistance solders are a tad wishywashy in terms of how they behave. Damage ramps up based on months ingame. They are not accurate representations of damage.
..At no point did I say thinmints have 3 hp. I stated sectoids have 3hp. 4 on hard. I do know for a fact though that even on easy, thinmints have at least 4. Thinmints start with 4-5 last I checked. Although I have primarily been playing LW so I might be off. My point stands and I have not proven your point.You didn't, but on easy and normal, unmodified easy and normal to be exact, they have 3 hp, on hard, 4, on impossible, 6. This is without mods like long war which the GM stated specifically not to know much about, so yeah...
You seem convinced that something with more hp than a human will fall over dead after being shot. Yes. Vipers do have significantly more health. Yes, that's due to decades of modification. Decades that we lack.This is going off the assumption that this is 100% long war or Xcom set on impossible difficulty, which its not. Again, Thinmen have 3 hitpoints on normal, the same as a sectoid.
Considering that the average human in xcom has 3 health and will die in three pistol shots, much less a burst from a Rifle. I would say that this point is invalid.same as a thinman on normal or easy. So, yeah, its invalid...
I don't know what reality yer from but where I'm from, gut shots are lethal as fuck. Lotta important arteries there, digestive system is there and can leak, the ribcage is not there to reduce damage. The belly is fragile as fuck. You won't die 'instantly' like if you got hit in the brain or heart but you'll be incapacitated by pain and shock and frankly you Will die without immediate medical attention. If you want to be hit and not die without immediate medical attention? Forearms and forelegs. That's about it. Anywhere else and you're likely to hit an artery.I mean, I'm going off of pistol bullets, but yeah, getting shot anywhere is bad period. Thats just comon sense. Though the point is a bit mute considering they now have some kind of better ballistics, maybe gauss. I also presume the logic you are using is for basic humans in this case, in which, getting hit in the arm, sholder, leg, and so in is just as lethal as anywhere else considering arteries...And of course there is the thing that aliens which probably have less pain receptors due to modification and considering that Vipers aren't related to earth snakes, have suspicious venom glands, and so on, might just have the tail completely solid for all we know not having a stomach or anything...
Vipers are incapable of jumping. Also I'd rather use something with 'legs.' Legs are more mobile and provide better platform stability.Yeah, that doesnt mean we cant make them capable of jumping. As for wanting legs, that's fair I guess.
Looks at the post of Ebbor's that stated we don't have any way to provide ground fire support with our ufo's. Uhm.... Yes. We do need a bomber. We are unable to strafe according to WOG. For 'reasons.' Fuck if I know why.Probably need to either make a tactic to use the fighter to support ground combat, or just make the cannons less destructive or...something. Hell if I know.
In anticipation of the need for an infiltration unit, we looked all through our DNA banks to find something suitable, we found one. A creature we called the Faceless. It was capable of perfectly replicating the physical form of a being(just one) it took in the DNA of. Unfortunately, this was simply infeasible to reproduce with our current resources. Therefore, we took what we could from that base, and merged in the next best thing, we have introduced the DNA of a mimic octopus into the mix. The Skin Crawlers take a shape like its octopus side by default, with a faceless' head instead of the normal bulbous one of octopi. They have a set of eight tentacles, each of which are four inches thick at their base and 1.5 at their tip lined on their underside with suction cups, the tentacles each end a few inches early in a set of three short, viciously clawed digits kept from the faceless, these allow it to form hands, it braids two tentacles around eachother to form each individual limb, this makes them twice as strong as average, but obviously inhuman when not covered. A Skin Crawlers intelligence is equal to sectoids on a general level, but it has extra enhancements dedicated to social interaction and language, it still struggles to manage "slang" however. It cannot manage the perfect replication its the faceless could, but it can pretty much perfectly mimic human skin and hair colors in addition to the mimic octopus' ability to mimic the color of the ground around it, and can use the faceless shape altering to replicate a human face fairly accurately, but it remains somewhat in the "uncanny valley" as humans call it, the main problem is it can only do one expression at a time, bigger changes like for talking or going from open smile to large frown are awkward, but the smaller, subtler ones are well within its capacity. It has vocal chords, and can speak relatively well despite its face problems, albeit rather monotone.Hard : 3 + 3 - 1 = 5 (Average) 2 Tokens used : Benefit
Its physical strength is above human levels, however its lack of bones makes carrying heavy objects very hard(hauling along the ground works though). It can hold objects and is capable of precise manipulation on the level of any human.
In combat meanwhile, it can shed its disguise(basically just slipping out of its clothes) and then bloat itself up into a giant octopoid creature, carrying itself around rapidly on its clawed tentacles. It can technically hold and wield a gun with each tentacle, but needs to use two at a time to keep them steady. Its unarmed tentacles can be lashed around rapidly and, due to the faceless' elastic skin, stretch long distances to slash and grab at nearby enemies with vicious claws. It can also use the tentacles for climbing with its suction cups and to grab enemies in a tight grip and rip their weapons from their hands. Its mimic octopus camouflage lets it blend in effortlessly with the color and texture of its surroundings, however it can't wear armor if it is to do so, as such a thing would immediately give it away.
Typically a Skin Crawler wears a generic black suit outfit in disguise, and is equipped with a plasma pistol in addition to its primary weapon(even if said weapon is a plasma pistol).
Skin Crawler : An infiltrator unit capable of mimicking human form (more or less). Has 8 claw equiped tentacles and is capable of using most handheld technologies.So, hang on. Does this mean we could launch Recruit missions without having to send any craft on them?
Cost 2 UP (+1 UP if infiltrated [Infiltrated units require no transportation, but can not use equipment]
@10ebbor10 with the ECM "deceiving" ability, can we send a Small UFO with the ECM and make it portray as a larger UFO to scare Xcom or something like that?
Because if so, holy shit, undetectable missions.
Ah. What sort of risks are there? Can the insertion itself be detected, or is there a chance of infiltrators being discovered before the mission?QuoteBecause if so, holy shit, undetectable missions.
Infiltration is not a guaranteed success.
Also, yeah, you do need to assign at least 1 non-infiltrated unit. (Otherwise my system would get quite broken).Yeah, that makes sense. Much as I would like it to be otherwise, it would be rather unbalanced.
Ah. What sort of risks are there? Can the insertion itself be detected, or is there a chance of infiltrators being discovered before the mission?
Spend 2 UP Tokens on Skin Crawlers.This is the simplest, brute-forciest plan. Two Medium Fighters take out any XCOM interceptors, and if we're lucky Skyrangers as well (which presumably is a possibility, otherwise XCOM would never need to send Interceptors at all, since they could just wait for us to land and send in endless Skyrangers). Two squads of grenade-equipped Sectoids take care of any XCOM soldiers who do manage to interfere, whilst our infiltrated Skin Crawlers take care of the actual mission.Quote from: Mission 1Mission Type: Recruit Collaborators.
Craft(s): 1 Small Scout (Free), 2 Medium fighter (4VP)
Unit loadout: 2 Sectoid (2xPlasma Pistols, 2xElerium Grenade) (2UP, 2EP)
2 Skin Crawlers, Infiltrated (6-2=4UP)
Destination: Australia
Spend 2 UP Tokens on Skin Crawlers.This is a riskier plan, which we should only do if we reckon upgraded ECM will guarantee aerial victory. The single Medium fighter and the three Small Scouts would take out XCOM's aerial presence, as with the first plan. But whereas XCOM will realise that something strange is afoot with Plan A when they receive no reports of increased Panic or missing civilians, with Plan B they will hear all about how we kidnapped people as usual, and Australia's Panic will rise- just a regular Harvest Mission, to their eyes. They would have no reason to suspect that we had also recruited collaborators.Quote from: Mission 1Mission Type: Harvest
Craft(s): 2 Small Scout (1+0=1VP), 1 Medium fighter (2VP)
Unit loadout: 2 Sectoid (2xPlasma Pistols, 1xElerium Grenade, 1xMeld Container) (2UP, 2EP)
2 Scout Drone (2UP)
Destination: AustraliaQuote from: Mission 2Mission Type: Recruit Collaborators
Craft(s): 1 Small Scout (1VP)
Unit loadout: 2 Skin Crawler (4xPlasma Pistols) (4-2=2UP)
Destination: Australia
(ebbor, would the deception of Plan B even work? Would XCOM detect two missions or one?)
That said, I don't understand your math. Where are you getting the -2's from?
Spend 2 UP Tokens on Skin Crawlers.
Is it the same number if we infiltrate them in?
Normal : 4 + 3 (Superior craftmanship)The bolded sentence suggests to me that XCOM would have a hard time rooting out our allies. Even if they did manage to do so, it would presumably take away resources from their other efforts.
With gifts of wealth, knowledge or through the sheer power of the Truth, we should be able to make humanity see the light. Their help will go a long way to making the rest of humanity recognize our superiority, allowing us to help them exploit the Gift. Thanks to XCOM and humanities outmoded ideals, they can no do this in the open, they'll have to act from the shadows. As such, we aim to create a heavily compartmentalized high level infiltration of human society, secured against eventual losses or even partial discovery.
The general focus of this strategy is therefore on subterfuge and stealth. Units are covertly inserted near target locations, and make their way then to the collaborators. There, they will negotiate, delivering the required goods as needed and agreed up. Extraction via UFO follows later. If attacked, the primary focus is to obfuscate the purpose of the meeting, keeping XCOM busy while allowing collaborators to escape.
This strategy relies primarily on subterfuges. Species that can infiltrate society, and small, high speed UFO's are therefore best suited.
Plan A: Hiding Out in the Outback: (1) NUKE9.13
Plan A: Hiding Out in the Outback: (2) NUKE9.13, PiratejoeReady to fire!...Now, lets get this over with so we can go back to plotting and waiting for Xcom.
Plan A: Hiding Out in the Outback: (3) NUKE9.13, Piratejoe, Failbird105
Plan A: Hiding Out in the Outback: (4) NUKE9.13, Piratejoe, Failbird105, Puppyguard.
Plan A: Hiding Out in the Outback: (5) NUKE9.13, Piratejoe, Failbird105, Puppyguard, Kevak.
Plan A: Hiding Out in the Outback: (6) NUKE9.13, Piratejoe, Failbird105, Puppyguard, Kevak, SamSpeeds
We really really should boost VP and UP when we can.
@Ebbor. How would we go about boosting permanent VP/UP?
arbor does not want to track all avaible resources
Plan A: Hiding Out in the Outback: (6) NUKE9.13, Piratejoe, Failbird105, Puppyguard, Kevak, SamSpeeds
Plan C: Three Tendrils: (1) TopHat
It's probably too late, but here's my mission proposal.Spoiler: Plan C; Three tendrils (click to show/hide)
Rationale: With a completed ECM revision, our craft should be pretty much safe from X-Com fighters for a turn until they develop a counter (and they will); I'd like to take advantage of that. The recruit mission should be completely fine, same as the current plan, unless X-Com throws everything at it in which case our chances will only be a little worse than currently and we get free reign across South America. At least one harvest is in my opinion likely to succeed, so it seems to me worth trying despite the fairly high chance of failure.Quote from: Votes
Plan A: Hiding Out in the Outback: (6) NUKE9.13, Piratejoe, Failbird105, Puppyguard, Kevak, SamSpeeds
Plan C: Three Tendrils: (1) TopHat
EDIT - Turns out I missed a basic maths error; one set of grenades ditched.
EDIT 2 - Drone cost typo fixed to EP rather than VP; grenade cost added.
Plan A: Hiding Out in the Outback: (7) NUKE9.13, Piratejoe, Failbird105, Puppyguard, Kevak, SamSpeeds Tyrant Leviathan
Plan C: Three Tendrils: (1) TopHat
I think we should expand our VP/UP reserves.you mean VP/EP right? As is we have enough UP to fill three scouts with sectoids and drones, and three tokens that can each grant us 1 UP worth of a unit every turn.
Mission 1
Mission Type: Recruit Collaborators.
Craft(s): 1 Small Scout (Free), 2 Medium fighter (4VP)
Unit loadout: 2 Sectoid (2xPlasma Pistols, 2xElerium Grenade) (2UP, 2EP)
2 Skin Crawlers, Infiltrated (6-2=4UP)
Destination: Australia
ECM Generation 2.0:
Our current form of electric countermeasures against the enemy's radar and guided system is too ill-effective to have any actual usage for our combat crafts. The main improvement we done with an entire rework of our ECM is that it can be activated for any time during aerial combat without inhibiting our ships from having to move in subsonic speed in a straight line. The integration of this technology into the flight computer rather than it being a simple deviation from the technology, is that both the ECM and flight computer can work in conjunction with each other allows them to function in tandem allowing both to be activated in the same time. Future modification have also went into the radar distraction in which we can make a smaller ufo appear as a larger one by creating a false or amplified electrical signature. This will allow our ufos to masquerade as a larger craft, there has been minimal effort in even allowing a craft to condense their electrical signature to appear smaller on radar, but not in the visible light sense. However this isn't the priority of the revision, but rather to make sure the ECM and the flight computer can work in conjunction is the main thing that needs to be addressed.
My own drone
Bloat Pod
By taking the dna of the Chrysslid and storing their eggs within a tiny life support statsis pod, these pod shape drones fly across battle field with combat tentacles, said contact injects unfortunate target with chrysslid and in doing so jump starts the breeds cycle for them.
Yep, flying drone for alien injections. My take on terror weapon.
Eh, I think it would be easier and more effective to just make regular Chryssalids.
ECM Generation 2.0: (2) Shadowclaw, Failbird105@shadowclaw I'm assuming you're voting for your own proposal as well.
Quote from: revisionsECM Generation 2.0: (3) Shadowclaw, Failbird105 Tyrant Leviathan
ECM Generation 2.0: (4) Shadowclaw, Failbird105, Tyrant Leviathan, Puppyguard
ECM Generation 2.0: (5) Shadowclaw, Failbird105, Tyrant Leviathan, Puppyguard, PiratejoeNot really a Contest...
Xeno-Hydralid?
Can't go wrong with that.
If we get new troops, we should get Vipers or Mutons. Or at least try to get them. Both of them have armour so...you know. If we want new robotic troops, Seekers or Cyberdisks.
Well I'm pretty sure that terror missions have one sole purpose, and that's providing panic points to a country. You would utilize them in conjunction with a infiltration strategy, first to take over and indoctrinate their leaders, than completely terrorizing a country into submission. Successful terror missions don't destroy the enemy countries, but rather they make a country fear that the Xcom project is useless and so they submit to us.From a mechanical sense yes they do provide panic points to a country, however do you really think you would trust somebody who was going around making you country into a real life horror movie? The entire point of making allies is to gain the support of the human population, the entire purpose of terror missions, beyond the purely mechanical sense, is to terrify the humans into giving up, if we terrorize the same country we intend to recruit, then we will lose at least a large portion of the benefits from doing any recruiting.
Secondly, instead of the Mutons didn't you propose the Reavers?, which were based off my Sangheli Elite-horrible creation? I mean scary physical humanoid apes prone to rage and damage survival is all nice, but the reavers have two core ideas in them. Mantis/Reptilian knowledge gives them great assets in combat, whether we give them giant scythes as secondary Arms to rip people in half, armored exoskeletons, or the super tactical knowledge we can give them. It just seems more... uh original to us if we utilize the Mantis/Reptile SEAL commandos, than the mutons for our frontline unit.
Humans have more going for them than just being the most intelligent native on the planet. They also have an impressive constituition and endurance. By taking a baseline human and improving it with excerpts of Muton DNA, we are able to massively enhance the specimen's physical strength and endurance further. Subdermal armour plates are implanted over the centre of mass to increase endurance yet more. Additional armour can be worn as needed.
This should produce a front line soldier capable of enduring the attentions of XCom operatives and dish out in kind. The basis of human DNA should also allow them to pass as gym fanatics to the casual observer, making them suitable back up on recruitment missions.
I'm marginally opposed to just making XCom units, because that's boring. However I appreciate the need for a combat focused unit, so let me propose the following:I like it, I like it. I'm left feeling unsure of its difficulty however, since it's relatively minor changes, yet also a relatively versatile unit lacking in any real weakness.Quote from: BruteHumans have more going for them than just being the most intelligent native on the planet. They also have an impressive constituition and endurance. By taking a baseline human and improving it with excerpts of Muton DNA, we are able to massively enhance the specimen's physical strength and endurance further. Subdermal armour plates are implanted over the centre of mass to increase endurance yet more. Additional armour can be worn as needed.
This should produce a front line soldier capable of enduring the attentions of XCom operatives and dish out in kind. The basis of human DNA should also allow them to pass as gym fanatics to the casual observer, making them suitable back up on recruitment missions.
Our current form of electric countermeasures against the enemy's radar and guided system is too ill-effective to have any actual usage for our combat crafts. The main improvement we done with an entire rework of our ECM is that it can be activated for any time during aerial combat without inhibiting our ships from having to move in subsonic speed in a straight line. The integration of this technology into the flight computer rather than it being a simple deviation from the technology, is that both the ECM and flight computer can work in conjunction with each other allows them to function in tandem allowing both to be activated in the same time. Future modification have also went into the radar distraction in which we can make a smaller ufo appear as a larger one by creating a false or amplified electrical signature. This will allow our ufos to masquerade as a larger craft, there has been minimal effort in even allowing a craft to condense their electrical signature to appear smaller on radar, but not in the visible light sense. However this isn't the priority of the revision, but rather to make sure the ECM and the flight computer can work in conjunction is the main thing that needs to be addressed.Easy : 3+1+1 = 5 Average
Mission 1
Mission Type: Recruit Collaborators.
Craft(s): 1 Small Scout (Free), 2 Medium fighter (4VP)
Unit loadout: 2 Sectoid (2xPlasma Pistols, 2xElerium Grenade) (2UP, 2EP)
2 Skin Crawlers, Infiltrated (6-2=4UP)
Destination: Australia
Well...Fuck. We really need mutons, cyberdisks, vipers, or something asap. We also might need to make a new fighter soon, as I think their own aircraft where able to maybe shoot down our craft....Ugh. This has gone to hell in a hand basket real fast. I would have thought the skin crawlers would do more but, it seems they did sweet FA... At least we slightly infiltrated Australia...
To clarify, (as an observer) ebbor: is the month end bonus a token or a permanent increase in capacity?
They designed a mission profile focusing specifically on air support.So if we designed/revised an air-to-ground weapon for our ships, they wouldn't use it?
So if we designed/revised an air-to-ground weapon for our ships, they wouldn't use it?
Also, now that we have infiltrated a country, can you tell us what that does for us?Infiltration has multiple effects :
(1) "Brute" Medium Infantry (http://www.bay12forums.com/smf/index.php?topic=168643.msg7660243#msg7660243): Kashyyk
This new facility, manned by a powerful Ethereal, serves to amplify their psionic senses, enabling them to detect (and send) psionic signals from further away and with greater accuracy. It is hoped that the near side of the Earth will be covered at the least, although anything even as complex as a simple mind merge is almost impossible at that range. Naturally, whilst in operation the facility itself creates a very strong signal, but it's not as though the humans have the capacity to detect it.
The Gift is a powerful tool, and any use of it outside our control should be closely monitored indeed. This new facility provides the means to do so, amplifying weak psionic signals to enable the operator to more easily observe them. Using the motion of the Earth's surface relative to our position on the moon, this enables and such signals to be triangulated with far greater accuracy than previously possible.
Basic Cloaking Device: (2) NUKE9.13, Shadowclaw
Heavy Fighter
Light Bomber
Tactical Bombing:
Brute:
Psionic Amplifier:
Basic Cloaking Device: (3) NUKE9.13, Shadowclaw, PuppyguardWe might be able to downsize the cloaking device later and attach it onto heavy infantry.
Heavy Fighter
Light Bomber
Tactical Bombing:
"Brute" Medium Infantry (http://www.bay12forums.com/smf/index.php?topic=168643.msg7660243#msg7660243): (1) Kashyyk
Psionic Amplifier:
Basic Cloaking Device: (4) NUKE9.13, Shadowclaw, Puppyguard, sprinkled chariot
Heavy Fighter
Light Bomber
Tactical Bombing:
"Brute" Medium Infantry (http://www.bay12forums.com/smf/index.php?topic=168643.msg7660243#msg7660243): (1) Kashyyk
Psionic Signal Amplifier: (http://www.bay12forums.com/smf/index.php?topic=168643.msg7661474#msg7661474) (1) TopHat
Basic Cloaking Device: (4) NUKE9.13, Shadowclaw, Puppyguard, sprinkled chariot
Heavy Fighter
Light Bomber
Tactical Bombing:
"Brute" Medium Infantry (http://www.bay12forums.com/smf/index.php?topic=168643.msg7660243#msg7660243): (2) Kashyyk, SamSpeeds
Psionic Signal Amplifier: (http://www.bay12forums.com/smf/index.php?topic=168643.msg7661474#msg7661474) (1) TopHat
Basic Cloaking Device: (3) NUKE9.13, Shadowclaw, sprinkled chariotActually, after thinking about it some more I think we really do need infantry more than cloaking. Cloaking in its current state won't help us on the ground and it seems like we have the air covered so far.
Heavy Fighter
Light Bomber
Tactical Bombing:
"Brute" Medium Infantry (http://www.bay12forums.com/smf/index.php?topic=168643.msg7660243#msg7660243): (3) Kashyyk, SamSpeeds, Puppyguard
Psionic Signal Amplifier: (http://www.bay12forums.com/smf/index.php?topic=168643.msg7661474#msg7661474) (1) TopHat
Basic Cloaking Device: (3) NUKE9.13, Shadowclaw, sprinkled chariotJust a friendly reminder the Heavy fighter can be done in a revision, abet with some probable difficulty.
Heavy Fighter
Light Bomber
Tactical Bombing:
"Brute" Medium Infantry (http://www.bay12forums.com/smf/index.php?topic=168643.msg7660243#msg7660243): (4) Kashyyk, SamSpeeds, Puppyguard, Piratejoe
Psionic Signal Amplifier: (http://www.bay12forums.com/smf/index.php?topic=168643.msg7661474#msg7661474) (1) TopHat
That goes against the flavour of the game like nobody's business, and would be harder than deploying aliens besides.I disagree. The flavour of the game is to design things as aliens to beat XCom, not follow the XCom games like a bible.
I'm not saying we should follow the games like a bible. Indeed, I have suggested we shouldn't, that we should endeavour to do things differently from the games.QuoteThat goes against the flavour of the game like nobody's business, and would be harder than deploying aliens besides.I disagree. The flavour of the game is to design things as aliens to beat XCom, not follow the XCom games like a bible.
Literally the only difference in the end result between the Light Muton and the Brute is that the Brute actually has a chance of passing for a human under casual inspection, which as a hostile, insurgent force, we want to be able to do.No, we already have an infiltration unit. We don't want to spend resources making a jack of all trades with this design, we want a dedicated front-line fighter. If we try to make it disguisable, we are liable to end up with a weaker, smaller unit.
Basic Cloaking Device: (1) ShadowclawAssuming nuke hopped on the lesser muton train since he offered the design.
Heavy Fighter
Light Bomber
Tactical Bombing:
"Brute" Medium Infantry (http://www.bay12forums.com/smf/index.php?topic=168643.msg7660243#msg7660243): (2) Kashyyk, SamSpeeds,
Lesser Muton(4) Puppyguard, Piratejoe, sprinkled chariot, NUKE9.13
Psionic Signal Amplifier: (http://www.bay12forums.com/smf/index.php?topic=168643.msg7661474#msg7661474) (1) TopHat
Basic Cloaking Device: (2(3)) Shadowclaw, sprinkled chariot, (NUKE9.13)
Heavy Fighter
Light Bomber
Tactical Bombing:
"Brute" Medium Infantry (http://www.bay12forums.com/smf/index.php?topic=168643.msg7660243#msg7660243): (2) Kashyyk, SamSpeeds,
Lesser Muton(4(3)) Puppyguard, Piratejoe, Wizgrot, NUKE9.13
Psionic Signal Amplifier: (http://www.bay12forums.com/smf/index.php?topic=168643.msg7661474#msg7661474) (1) TopHat
Also, you moved sprinkled chariot's vote for no reason.Oh snap, sorry sprinkled, confused you with Wizgrot.
The idea would be a revision that helps sectoids do a colossal mind merge which can be done from our base or on the ground. This idea would permit having a very powerful array on our base while permitting us to form them on the ground as well, although with revised effectiveness. They would allow us to tranmit, receive and pinpoint psionic signals (or even radio waves, if we are ambitious)
, and then add your vote.
Speaking of which, in light of the collective decision to leave the anomaly till later, I'll change mine.Quote from: votingBasic Cloaking Device: (2(3)) Shadowclaw, sprinkled chariot, (NUKE9.13)
Heavy Fighter
Light Bomber
Tactical Bombing:
"Brute" Medium Infantry (http://www.bay12forums.com/smf/index.php?topic=168643.msg7660243#msg7660243): (3) Kashyyk, SamSpeeds, TopHat
Lesser Muton(4(3)) Puppyguard, Piratejoe, Wizgrot, NUKE9.13
Psionic Signal Amplifier: (http://www.bay12forums.com/smf/index.php?topic=168643.msg7661474#msg7661474)
The Brute/Muton debate comes back to the goals thing I mentioned earlier. If we want to focus on infiltration moving onwards, the Brute will be more useful; otherwise the Lesser Muton is probably a better bet. I'm leaning towards the former approach myself, hence my vote.
Saying that, I am very tempted by the BCD, though my worry is that although it'll reduce the chance of being detected whilst flying there'll still be a significant chance of discovery of the ground mission in progress, especially a harvest. The temptation comes partly from the fact that if we can gather a DNA token this turn it'd greatly benefit the new unit, potentially saving a revision.
Basic Cloaking Device: (2(3)) Shadowclaw, sprinkled chariot, (NUKE9.13)
Heavy Fighter
Light Bomber
Tactical Bombing:
"Brute" Medium Infantry (http://www.bay12forums.com/smf/index.php?topic=168643.msg7660243#msg7660243): (2) Kashyyk, SamSpeeds, TopHat
Lesser Muton(5(4)) Puppyguard, Piratejoe, Wizgrot, NUKE9.13, SamSpeeds
Psionic Signal Amplifier: (http://www.bay12forums.com/smf/index.php?topic=168643.msg7661474#msg7661474)
Utilizing substance M, we have implemented the alpha strain modification in several human subjects (Age : 20-32, 50% gender balance). Mortality was elevated compared to control at 20% fatalities, a 50 percent point improvement compared to conventional trials. We have identified further gene groups believed to be related to rejection, pre-screening of which should prevent additional failures and reduce waste of critical resources.
In the surviving subjects, the alpha strain modifications emerged in various strength. While most subjects showed significant expression, only one subject attained full expression of desired traits. Analysis indicates that traits function as expected, though unintended side effects have arisen. We expect that medical operations will be sufficient to deal with these issues pending gene resequencing.
In light of recent successes, we request permission to start Phase 2 trials.
Note : Experiment Methodology and data is included in addendum A. Vivisection reports are included in addenum B.
Comment: Limited reserves of Substance M greatly complicate phase 2 implementation. We suggests an increased priority of recovery operations.
Mission 1: Small Scout (FREE) + ECM Enhanced Size Target
Skin Crawlers+Scout Drones
Objective: Abduction
Location: Australia
-1 UP, -1 EP
Notes: Utilize ECM to increase the electronic signature of the Scout
Mission 2: Small Scout + Medium Fighter + 1 Light Fighters
1 Skin Crawler (FREE) and Infiltrated + 1 Sectoid (-2 UP)
Objective: Recruit Collaborators
Location: Japan
Cost: -3 VP. -2 UP
Note: Light Fighter should increase its ECM signature to appear larger, like the size of the Medium Fighter
Mission 3: Small Scout
1 Skin Crawlers, 1 Scout Drone
Objective: Recruit Collaborators
Location: Brazil
Cost: -3 VP, -2 UP, -1 EP
-5 VP, -6 UP, -2 EP
They will get, that we are on moon, the first moment they capture random sectoid anywayThat's not how XCOM games work. You don't discover the alien's main base after interrogating a Sectoid.
I respected Nuke´s idea to convert his point in a vehicle point.uwot mate? I never said that.
Lesser Muton: Despite the unfortunate corruption of our gene banks (or whatever other explanation there is for us not being able to instantly deploy the aliens' usual roster), we still possess the majority of the Muton species' DNA. Rebuilding the original genetic structure would be tricky, but fortunately we can take a short-cut, by splicing in bits of other species' DNA to fill in the gaps. Anything that will fit, really, be it Alien or Earthish in origin.Hard 2 + 1 -1 = 2 (Utter failure)
The result is not quite as impressive as the Mutons we once knew, but it is still a formidable specimen. 7ft tall, intensely muscled, clad in substantial combat armour, what we are calling the Lesser Muton is still expected to be capable of taking a serious beating, thanks to the special bone and muscle structure that protects vital organs and arteries. Their prodigious strength let them wield heavier weaponry than Sectoids and throw grenades further, whilst the genetic memory of their warrior culture instils in them natural tactical proficiency.
Uh. The Lesser Muton was meant to be easier. Not more effective. Indeed, it was meant to be less effective. The way the results are worded makes it sound like regular Mutons would have been Normal.
Mission 1
Target: Argentina
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP), 1x Scout Drone (1EP)
Objective: Investigate Signal
Mission 2
Target: Mexico
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP), 1x Scout Drone (1EP)
Objective: Investigate Signal
Mission 3
Target: France
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP), 1x Scout Drone (1UP)
Objective: Investigate Signal
Mission 4
Target: Japan
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP), 1x Scout Drone (1UP)
Objective: Investigate Signal
Mission 5
Target: Egypt
Vehicle: 1xSmall Scout (1VP)
Crew: 1x Sectoid (1UP)
Objective: Investigate Signal
Total Cost: 5VP, 7UP, 2EP
Mission 1
Target: Argentina
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP), 1x Scout Drone (1EP)
Objective: Harvest+Investigate Signal
Mission 2
Target: Mexico
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP), 1x Scout Drone (1EP)
Objective: Harvest+Investigate Signal
Mission 3
Target: France
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP), 1x Scout Drone (1UP)
Objective: Harvest+Investigate Signal
Mission 4
Target: Japan
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP)
Objective: Harvest+Investigate Signal
Mission 5
Target: Egypt
Vehicle: 1xSmall Scout (1VP), masquerading as a Medium-sized craft.
Crew: 1x Sectoid (1UP)
Objective: Harvest+Investigate Signal
Total Cost: 5VP, 6UP, 2EP
Also, I believe that Investigate Signal is something we can add to any mission, and not a mission type in and of itself (ebbor?)
Triangulate the Signal V2: (2) NUKE, SamSpeeds
Triangulate the Signal: (1) Kashyyk
Triangulate the Signal V2 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664639#msg7664639): (3) NUKE, SamSpeeds, Kashyyk
Triangulate the Signal (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664566#msg7664566): ()
Spend one UP token on Sectoids
Mission 1
Target: Egypt
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid, Meld Container (1EP), 1x Skin Crawler (FREE).
Objective: Harvest+Investigate Signal
Mission 2
Target: Mexico
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP), 1x Scout Drone (1UP)
Objective: Harvest+Investigate Signal
Mission 3
Target: France
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP), 1x Scout Drone (1UP)
Objective: Harvest+Investigate Signal
Mission 4
Target: Japan
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP), 1 Scout Drone (1EP)
Objective: Harvest+Investigate Signal
Mission 5
Target: Brazil
Vehicle: 1xSmall Scout (1VP), masquerading as a Medium-sized craft.
Crew: 1x Sectoid (1UP)
Objective: Harvest+Investigate Signal
Total Cost: 5VP, 6UP, 2EP
Anyway, congratulations NUKE9.13, as you won the contest. Have a free token (that can be used to get 1 free point worth of any tech you currently have), and this short snippet.
Triangulate the Signal V2 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664639#msg7664639): (2) SamSpeeds, Kashyyk
Triangulate the Signal (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664566#msg7664566): ()
Triangulate the Signal V3: (1) NUKE9.13
If I recall correctly, meld is not a requirement for obtaining DNA tokens, it just means we can get more or something. Also, it auto-sterilizes and I doubt they are advanced enough to bypass it and successfully capture.Look over the previous turns:
Triangulate the Signal V2 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664639#msg7664639): (2) SamSpeeds, Kashyyk
Triangulate the Signal (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664566#msg7664566): ()
Triangulate the Signal V3 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664758#msg7664758): (2) NUKE9.13, TopHat
Triangulate the Signal V2 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664639#msg7664639): (2) SamSpeeds, Kashyyk
Triangulate the Signal (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664566#msg7664566): ()
Triangulate the Signal V3 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664758#msg7664758): (3) NUKE9.13, TopHat, Puppyguard
Triangulate the Signal V2 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664639#msg7664639): (2) SamSpeeds, Kashyyk
Triangulate the Signal (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664566#msg7664566): ()
Triangulate the Signal V3 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664758#msg7664758): (4) NUKE9.13, TopHat, Puppyguard, Piratejoe
Triangulate the Signal V2 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664639#msg7664639): (1) SamSpeeds
Triangulate the Signal (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664566#msg7664566): ()
Triangulate the Signal V3 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664758#msg7664758): (5) NUKE9.13, TopHat, Puppyguard, Piratejoe, Kashyyk
Mission: Harvest
Area: Brazil
Ships: Small Scout (increasing its radar signature to a Medium Harvester)(free)
Troops & Equipment: Sectoid (1UP)
Mission: Harvest
Area: Australia
Ships: Small scout (Increasing its radar signature to appear a Medium Harvester)(1VP)
Troops & Equipment: Sectoid (1UP)
Mission: Recruit Collaborators
Area: United Kingdom
Ships: Small Scout (1VP)
Troops & Equipment: Skin Crawler (2UP)
Mission: Recruit Collaborators
Area: China
Ships: Small Scout (1VP)
Troops & Equipment: Skin Crawler (free)
Mission: Harvest
Area: Germany
Ships: Small Scout(1VP) (Increased Radar signature to hide the Medium Fighter)+ Medium Fighter (2VP)
Troops & Equipment: Lesser Mutons (2UP) + Meld Container (1EP) + Drones(1EP)+Sectoids (1UP)
Mission: Harvest
Area: Brazil
Ships: Small Scout (increasing its radar signature to a Medium Harvester)(free)
Troops & Equipment: Sectoid (1UP)+Meld Container (1EQ)
Mission: Harvest
Area: Australia
Ships: Small scout (Increasing its radar signature to appear a Medium Harvester)(1VP)
Troops & Equipment: Sectoid (1UP)
Mission: Recruit Collaborators
Area: United Kingdom
Ships: Small Scout (1VP)
Troops & Equipment: Skin Crawler (2UP)
Mission: Recruit Collaborators
Area: China
Ships: Small Scout (1VP)
Troops & Equipment: Skin Crawler (free)
Mission: Harvest
Area: Germany
Ships: Small Scout(1VP) (Increased Radar signature to hide the other Small Scout)+ Small Scout (1VP)
Troops & Equipment: 1 Meld Container (1EP) + Drones(1EP)+ 3 Sectoids (3 UP)
Quote from: VotesTriangulate the Signal V2 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664639#msg7664639): (1) SamSpeeds
Triangulate the Signal (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664566#msg7664566): ()
Triangulate the Signal V3 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664758#msg7664758): (5) NUKE9.13, TopHat, Puppyguard, Piratejoe, Kashyyk
Harvest & Infiltration:(1) Wizgrot
Triangulate the Signal V2 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664639#msg7664639): (1) SamSpeeds
Triangulate the Signal (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664566#msg7664566): ()
Triangulate the Signal V3 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664758#msg7664758): (6) NUKE9.13, TopHat, Puppyguard, Piratejoe, Kashyyk, SC
Triangulate the Signal V2 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664639#msg7664639): (1) SamSpeeds
Triangulate the Signal (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664566#msg7664566): ()
Triangulate the Signal V3 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7664758#msg7664758): (6) NUKE9.13, TopHat, Puppyguard, Piratejoe, Kashyyk, SC
Harvest & Infiltration:(1) Wizgrot
Mission 1
Target: Egypt
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid, Meld Container (1EP), 1x Skin Crawler (FREE).
Objective: Harvest+Investigate Signal
Mission 2
Target: Mexico
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP), 1x Scout Drone (1UP)
Objective: Harvest+Investigate Signal
Mission 3
Target: France
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP), 1x Scout Drone (1UP)
Objective: Harvest+Investigate Signal
Mission 4
Target: Japan
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP), 1 Scout Drone (1EP)
Objective: Harvest+Investigate Signal
Mission 5
Target: Brazil
Vehicle: 1xSmall Scout (1VP), masquerading as a Medium-sized craft.
Crew: 1x Sectoid (1UP)
Objective: Harvest+Investigate Signal
The Lesser Muton was an utter failure, but we can still learn from it. By performing an indepth analysis of what did we did right, what we did wrong and who needs to be reassigned to sanitation, we can have a serious head start the next time we attempt a similar project.
Improved Evasion Protocol
Dealing with enemy aircraft unguided weapons and even guided weapons have created difficulty for our aircrafts. Truly there is only one way to deal with unguided weaponry besides more complicated technologies like energy shields and more advanced armor systems, which is raw agility. By improving the maneuverability and agility of our flight computers in combat while also helping with the ship's thrusters and engine to dodge enemy fire while in a fight, things like our Small Scouts and Medium Fighters will be even more annoying to deal with in the air, like trying to hit a mosquito, they soon realize their unguided weaponry to be completely useless and the missiles that do track on target can than be easily avoid with evasive maneuvers from the flight computer
UFO Construction Bay:
As the war effort has continued, we need more and more UFOs to deal with the everlasting aerial fights that we had to encounter and deal with. By constructing additional infrastructure from mining the moon and some innocent asteroids, we have been able to construct a new bay around our facility dedicated to just creating new UFOs and even allowed us to have the infrastructure to support the vehicles we needed to create for the prolonged invasion..
Tough Crawlers:
Skin Crawlers while very deceptive and deadly up close, are just too weak against enemy gunfire. By enhancing their skin and creating s reinforced exoskeleton for the murder-octupusrd while also giving them redundant organs to handle damave, a Skin Crawler can handle taking the blunt force of physical fire and explosions while they utilize their plasma pistols to come up close to the humans and horrible slaughter them with their spiky tentacles
Plasma Carbine:
Our plasma pistol is weak and yet still utilizes advanced technology, we needed a weapon. It can suit various purposes while also being powerful and compact. The carbine has more range, up to the Medium range spectrum compared to its predecessor, and can exert a lot more powerful and condense plasma compared to its predecessor
Elder's Scorn:
Psi-Scan:
Lesser Muton Review:
Improved Evasion Protocol:
UFO Construction Bay: (1) NUKE9.13
Tough Crawlers:
Plasma Carbine:
Elder's Scorn:
Psi-Scan:
Lesser Muton Review:
Improved Evasion Protocol:
UFO Construction Bay: (1) NUKE9.13
Tough Crawlers:
Plasma Carbine: (1) Kashyyk
Elder's Scorn:(1) Wizgrot[/quote]
Psi-Scan:
Lesser Muton Review:
Improved Evasion Protocol:
UFO Construction Bay: (1) NUKE9.13
Tough Crawlers:
Plasma Carbine:
Elder's Scorn:(1) Wizgrot
Psi-Scan:
Lesser Muton Review:
Improved Evasion Protocol:
UFO Construction Bay: (2) NUKE9.13, SC
Tough Crawlers:
Plasma Carbine: (1) Kashykk
Elder's Scorn:(2) Wizgrot, Kevak
Psi-Scan:
Lesser Muton Review:
Improved Evasion Protocol:
UFO Construction Bay: (2) NUKE9.13, SC
Tough Crawlers:
Plasma Carbine: (1) Kashykk
Elder's Scorn:(2) Wizgrot, Kevak
Psi-Scan:
Lesser Muton Review:
Improved Evasion Protocol:
UFO Construction Bay: (3) NUKE9.13, SC, Puppyguard.
Tough Crawlers:
Plasma Carbine: (1) Kashykk
Elder's Scorn:(2) Wizgrot, Kevak
Psi-Scan:
Lesser Muton Review:
Improved Evasion Protocol:
UFO Construction Bay: (4) NUKE9.13, SC, Puppyguard, BBBence
Tough Crawlers:
Plasma Carbine: (1) Kashykk
Elder's Scorn:(3) Wizgrot, Kevak, Puppyguard.
Psi-Scan:
Lesser Muton Review:
Improved Evasion Protocol:
UFO Construction Bay: (3) NUKE9.13, SC, BBBence.
Tough Crawlers:
Plasma Carbine: (1) Kashykk
Elder's Scorn:(4) Wizgrot, Kevak, Puppyguard, SC
Psi-Scan:
Lesser Muton Review:
Improved Evasion Protocol:
UFO Construction Bay: (2) NUKE9.13, BBBence.
Tough Crawlers:
Plasma Carbine: (1) Kashykk
Elder's Scorn:(5) Wizgrot, Kevak, Puppyguard, SC, PiratejoeToo bad...
Psi-Scan:
Lesser Muton Review:
Improved Evasion Protocol:
UFO Construction Bay: (2) NUKE9.13, BBBence.
Tough Crawlers:
Plasma Carbine: (1) Kashykk
Elder's Scorn:(6) Wizgrot, Kevak, Puppyguard, SC, Piratejoe, TopHat
Psi-Scan:
Lesser Muton Review:
Improved Evasion Protocol:
UFO Construction Bay: (2) NUKE9.13, BBBence.
Tough Crawlers:
Plasma Carbine: (1) Kashykk
Elder´s ScornNormal : 4+1 = 5 (Average)
While our current air battles are going very good at the moment, we cannot allow Humanity to recover more of the Ethereal technology if we hope to defeat them while they remain foolish and primitive. They already have on their control several of our craft, which they surely have used to improve on their puny "technology".
Elerium-115, our main energy source, has shown a remarkable stability when degrading it in a controlled environment, so its energy can power our ships and equipment. However, by rising quickly the temperature and the pressure of the engine, we can make it enter into a highly radioactive and volatile state, which powered with some plasma detonators installed near should release all of their energy with an explosive blast that should make most of the components useless and deadly irradiated, greatly increasing the cost and feasibility of salvage operations and killing troops near the area of the blast.
I propose to monitor our troops life signals and automatically detonate it if the tripulation dies or becomes unconscious.
Target: Egypt
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid, Meld Container (1EP), 1x Skin Crawler (FREE).
Objective: Harvest+Investigate Signal
Target: Mexico
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP), 1x Scout Drone (1UP)
Objective: Harvest+Investigate Signal
Target: France
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP), 1x Scout Drone (1UP)
Objective: Harvest+Investigate Signal
Target: Japan
Vehicle: 1x Small Scout (1VP)
Crew: 1x Sectoid (1UP), 1 Scout Drone (1EP)
Objective: Harvest+Investigate Signal
Target: Brazil
Vehicle: 1xSmall Scout (1VP), masquerading as a Medium-sized craft.
Crew: 1x Sectoid (1UP)
Objective: Harvest+Investigate Signal
Savage Reavers:
The Lesser Muton project while a failure because of a lack of understanding between combining the human genome and the muton's inability to breath and live in earth's biosphere, we have utilize the DNA from our harvests from difference to creatures to to an even greater effect to allow us to create warriors based off the muton genome. The Reavers are all slender creatures, partway between mantis and various reptilian species with a combination of muton DNA that makes them have an appearance of a anthropoid. The Reavers are 7 feet tall and athletically built for something with its size, with a dark grey-blue exoskeleton. They use this in combination with their raw willpower to survive great amounts of damage. They fight with a terrible cunning and yet savagery with the aggressive nature of the Mutons, using their bladed forearms and sharp mandibles to rip their enemies apart should they find themselves in close quarters, and they show brutal practicality to demoralize and break foes, they even feel motivated when they can perform brutalities against their enemies. Their main strength, however, is intelligence. Reavers are implanted with genetic memory of various tactics and strategies that were imprinted within the Mutons, and can use this to plan around our enemies actions and lead our troops. However, they lack any propensity for the Gift.
Physically they are, as stated, a hybrid of mantids and various reptilian species with a combination of Muton DNA that makes them appear more like a primate. They have well built legs based on a recreation of ancient Earth reptilians, ending in iguana-like feet, good for climbing and traversing rough terrain. Their arms are similarly well built, but on the underside of their forearms they possess the blades of a mantis. Rather than the third limb segment possessed by most mantids for gripping, the Reavers have three-fingered hands with an opposable thumb, for wielding guns. Their torso is mostly reptilian, and they have a large mantis abdomen coming off where the tail would be, situated at an angle where it touches the ground when they stand straight, but comes out straight back when they are in their forward leaning fighting posture. Their head is a hybrid between mantis and serpent, with the mantid eyes and mandibles, but a serpent structure. It's covered by a layer of bone like a mask, hence their name, which unhinges, opening along a center line, shedding away their elegant and oddly beautiful facade to reveal the frightening truth.
One third mantoids and their brutality, the resistance of the reptilian race, and the primitive savagery yet tactical imprint from the Muton
Savage Reavers: (1) SC
+ DNA Token: (1) SC
Our Small Scout is first and foremost a space vessel, not a terran air fighter. Having now spent significant amounts of time combating xcom fighters we know all the flaws in our vessel. This is thus a complete redesign, converting it from a space ship operating in atmosphere to an atmosphere vessel than can function in space.
The ship keeps it's ability to move in any direction, but the hull is sculpted to actualy be aerodynamic, now that that is our primary area of operations. Additionally, we now have intimate experience in their air to air missiles. This allows us to modify our hull to be resistant to this method of attack, as well as fitting small point defence plasma cannons to the hull for additional defence. We may lose strength against other forms of attack, but if they aren't using them it's pointers to consider them right now.
With regards to carry capacity and cost, it should stay the same.
Additionally, we now have intimate experience in their air to air missiles. This allows us to modify our hull to be resistant to this method of attack, as well as fitting small point defence plasma cannons to the hull for additional defence. We may lose strength against other forms of attack, but if they aren't using them it's pointers to consider them right now.Did you forget they used railguns on their interceptors that one time:
Curiously, the Raven's do not fire a second salvo, closing in instead. A deadly close range exchange is the result, plasma fire tearing through the two Raven's. But the medium fighters do not escape unscatched, having suffered several armor penetrations. Were there used to be additional missiles, the Terrans had instead fitted some kind of pods that launched shells with tremendous velocity. They only got to fire a few, but each tore 2 nice holes through the ship.
Savage Reavers: (1) SC
+ DNA Token: (1) SC
Medium Harvester: (1) Kashyyk
Savage Reavers: (1) SCI think it's about time we get bigger UFOs.
+ DNA Token: (1) SC
Medium Harvester: (2) Kashyyk, Puppyguard
Savage Reavers: (1) SCAs much as I would like to see my old Reavers used and revamped, I think we need a good ship. Fighters are nice and all, but they take up VP without providing any sort of reward. If we can manage to cheapen them down to one point I'd be fine with sending them out all the time but at two they restrict us far too heavily to be solely combat ships with no other capacity.
+ DNA Token: (1) SC
Medium Harvester: (3) Kashyyk, Puppyguard, Failbird105
Fighters are nice and all, but they take up VP without providing any sort of reward. If we can manage to cheapen them down to one point I'd be fine with sending them out all the time but at two they restrict us far too heavily to be solely combat ships with no other capacity.I think we'd be better off trying to improve the light fighter than cheapen the medium, hence my revision proposal last turn. Though given X-Com's shift back to missiles that may need to be edited a bit.
For that, the harvester looks good (though maybe lose the tractor beam?)Hmm. Thing is, then it's just a Medium Scout. Which we could do, I suppose. I was going to say it'd be an Easy design, but both fighters were Normal difficulty, so it's possible that I'm underestimating the difficulty of designing craft.
Savage Reavers: (1) SC
+ DNA Token: (1) SC
Medium Harvester: (3) Kashyyk, Puppyguard, Failbird105
Medium Scout: (1) NUKE9.13
Savage Reavers: (1) SCYeah, let's not take any risks for a relatively minor reward.
+ DNA Token: (1) SC
Medium Harvester: (2) Kashyyk, Puppyguard
Medium Scout: (2) NUKE9.13, Failbird105
Savage Reavers: (1) SCTractor beam, nuff said.
+ DNA Token: (1) SC
Medium Harvester: (3) Kashyyk, Puppyguard, Piratejoe
Medium Scout: (2) NUKE9.13, Failbird105
Savage Reavers: (1) SC
+ DNA Token: (1) SC
Medium Harvester: (3) Kashyyk, Puppyguard, Piratejoe
Medium Scout: (3) NUKE9.13, Failbird105, sprinkled chariot
We need better ground game, like a lot because their max toys come from capturing our shit. I say the new trooper/gun thing.Except we're getting hammered in the air, whilst we can win on the ground.
Is it immoral that I just copy pasted NUKE's proposal?Nah, it's fine.
Also, they have railguns that can punch clean in and out of our Alien Alloy armored craft, so no amount of layers will be able to stop that methinks.Hmm. Their missiles, though, will detonate against the outer hull. And their missiles seem more dangerous.
Also - I think they have some sort of base in the Aegean Sea (obvious) and ground deployment capabilities in Japan, or more places. Future things to investigate.Yeah, Aegean Sea outpost (probably not main base) is definitely a thing. The troops in Japan... seems unlikely that they are XCOM, since they had shitty weapons, and also the update mentions that a Skyranger was on its way. Nah, it's almost certainly Exalt.
, an Elerium Mortar (a weapon capable of launching impact-detonated Elerium Grenades for considerable distances) to provide support during ground combat,
Savage Reavers: (1) SC
+ DNA Token: (1) SC
Medium Harvester: (3) Kashyyk, Puppyguard, Piratejoe
Medium Scout: (3) NUKE9.13, Failbird105, sprinkled chariot
Medium Scout C: (1) SamSpeeds
Savage Reavers: (1) SCYeah, alright, let's glue a mortar on there, why not.
+ DNA Token: (1) SC
Medium Harvester: (3) Kashyyk, Puppyguard, Piratejoe
Medium Scout: (2) Failbird105, sprinkled chariot
Medium Scout C: (2) SamSpeeds, NUKE9.13
Savage Reavers: (1) SC
+ DNA Token: (1) SC
Medium Harvester: (2) Puppyguard, Piratejoe
Medium Scout: (2) Failbird105, sprinkled chariot
Medium Scout C: (3) SamSpeeds, NUKE9.13, Kashyyk
Savage Reavers: (1) SC
+ DNA Token: (1) SC
Medium Harvester: (2) Puppyguard, Piratejoe
Medium Scout: (1) sprinkled chariot
Medium Scout C: (4) SamSpeeds, NUKE9.13, Kashyyk, Failbird105
Spend 1UP Token on Skin CrawlersThe idea being that XCOM may be confused by the lone scout, and believe we have developed cloaking or something, and thus send a disproportionate response after it. Hey, it could happen. At the very least they will send one interceptor after it, which is one less to target our main mission to Brazil, which will have a large crew to fight off XCOM (On the basis that 1 unit of Skin Crawlers=1 unit of XCOM, we should be able to defeat them this way).
Depending on whether Medium Scout costs 2 or 3VP, either save the Joker Token or spend it on a Small Scout.Quote from: Mission 1Target: Brazil
Vehicle: 1x Medium Scout (2-3VP), 1x Medium Fighter (2VP)
Crew: 1x Sectoid, 1xMeld Container (1UP, 1EP), 1xScout Drone (1UP), 2x Skin Crawler, 1xElerium Grenades (4UP, 1EP), 1xSkin Crawler (Infiltrated)(Free).
Objective: HarvestQuote from: Mission 2Target: Australia
Vehicle: 1x Small Scout (1VP or Joker Token, depending)
Crew: 1x Sectoid (Free)
Objective: Harvest
Medium Scout Proposal C - Artillery SupportHard : 4 + 3 -1 = 6 Above Average
Sometimes, it is the size that matters. So it is with this design. The Medium Scout has a larger core and propulsion system, three plasma turrets (located equal distances around the circumference of the craft), an Elerium Mortar (a weapon capable of launching impact-detonated Elerium Grenades for considerable distances) to provide support during ground combat, and room for twice the troop loadout of the Small Scout. In addition, it has an increased capacity for storing captives and materials, with more holding cells and a small operating room where preliminary research may be conducted. It is, more or less, just an upscaled scout, capable of more intensive missions.
Naturally, we have scaled up the toughness as well as the size; by having all critical systems in the center of the ship, any incoming fire has to get through not only the outer armour, but also the outer ring of miscellaneous rooms (the dividing wall between them and the center is also armoured).
The Medium Scout has the same shape as the Small Scout, but is about twice the size.
Spend 1UP Token on Skin Crawlers
Spend Joker Token on Small ScoutQuote from: Mission 1Target: Brazil
Vehicle: 1x Medium Scout (3VP), 1x Medium Fighter (2VP)
Crew: 1x Sectoid, 1xMeld Container (1UP, 1EP), 1xScout Drone (1UP), 2x Skin Crawler, 1xElerium Grenades (4UP, 1EP), 1xSkin Crawler (Infiltrated)(Free).
Objective: Harvest (and investigate signal)Quote from: Mission 2Target: Australia
Vehicle: 1x Small Scout (Free) masquerading as a Medium Scout.
Crew: 1x Sectoid (Free)
Objective: Harvest (and investigate signal)
[1] Plan A: Kashyyk
In 4 engagements in row they just instantly sniped our scout drones, instead of drones we can probably set up elder scorn On every our mission, just in case.Not sure what you mean by this. They can snipe sectoids as well. And we cannae replace them with (the all-but useless) Elder's Scorn, since it costs EP.
As a secundary feature, we can boost our ships radar signatures, making it appear far more threathening than it actually is. However, emissions strengthened in such way will be far easier to spot.Which I believe means they will detect our craft sooner, and have a better chance of shooting them down.
[2] Plan A: (http://www.bay12forums.com/smf/index.php?topic=168643.msg7672722#msg7672722) Kashyyk, NUKE9.13
[3] Plan A: (http://www.bay12forums.com/smf/index.php?topic=168643.msg7672722#msg7672722) Kashyyk, NUKE9.13, Piratejoe
[4] Plan A: (http://www.bay12forums.com/smf/index.php?topic=168643.msg7672722#msg7672722) Kashyyk, NUKE9.13, Piratejoe, Puppyguard
1. We haven't investigated the signal in either Brazil or Australia yet. And we don't have the necessary mission type to follow up on the Egyptian signal.Fair enough. I thought we might be able to get a better location fix on the Egyptian one with a second mission there, but having looked it over again I doubt that'll work. I am slightly concerned though that repeated attacks on these countries will provoke X-Com to build air-to-ground bases there; since there is little benefit from choosing them other other countries this round I see no reason to do so.
2. ...
maybe they just figured their upgraded missiles would be enough to defeat a medium craft?
Spend 1UP Token on Skin Crawlers[/quote]
Spend Joker Token on Small ScoutQuote from: Mission 1Target: Brazil
Vehicle: 1x Medium Scout (3VP), 1x Medium Fighter (2VP)
Crew: 1x Sectoid, 1xMeld Container (1UP, 1EP), 1xScout Drone (1UP), 2x Skin Crawler, 1xElerium Grenades (4UP, 1EP), 1xSkin Crawler (Infiltrated)(Free).
Objective: Harvest (and investigate signal)Quote from: Mission 2Target: Australia
Vehicle: 1x Small Scout (Free) masquerading as a Medium Scout.
Crew: 1x Sectoid (Free)
Objective: Harvest (and investigate signal)
I suggest creating a new mission type for identifying and pinpointing XCom bases, followed by a base invasion mission. Or if you guys don't think that's worth it, creating a search and destroy mission to do both in one. They were foolish enough to tip us off to their missiles base so we may as well make the most of it.That'd be a design, I think. We're on revisions at the moment.
Voted Revisions:
Defensive Plasma Wave: (1): SC
Not Voted Revisions:
Energy Field Plating
Stealth Drones
Zombie Meld
Focused Harvest
Reinforced Craft
Enhanced Targeting Algorithm
Plasma Carbines:
Plasma Carbine:
Our plasma pistol is weak and yet still utilizes advanced technology, we needed a more efficient weapon. One that can suit various purposes while also being powerful and compact in its form. The carbine has more range, up to the Medium range spectrum compared to its predecessor, and can exert a lot more powerful and condense plasma down range compared to its predecessor Pistol cartridge.
Voted Revisions:
Defensive Plasma Wave: (1): SC
Plasma Carbines: (1): Kashyyk
Not Voted Revisions:
Energy Field Plating
Stealth Drones
Zombie Meld
Focused Harvest
Reinforced Craft
Enhanced Targeting Algorithm
Voted Revisions:
Defensive Plasma Wave: (1): SC
Plasma Carbines: (2): Kashyyk, SamSpeeds
Not Voted Revisions:
Energy Field Plating
Stealth Drones
Zombie Meld
Focused Harvest
Reinforced Craft
Enhanced Targeting Algorithm
Voted Revisions:
Defensive Plasma Wave: (2): SC, Sprinkled Chariot
Plasma Carbines: (2): Kashyyk, SamSpeeds
Not Voted Revisions:
Energy Field Plating
Stealth Drones
Zombie Meld
Focused Harvest
Reinforced Craft
Enhanced Targeting Algorithm
Scout Drones + Mind Merge + Moon Base
Light Fighter + Human Sectoids
Medium Fighter + Recruitment + Mediocre ECM
Skin Crawler + Better ECM
Lesser Muton + Elder Scorn (Both Failures)
Medium Lander + Question
Recon Satellites + Tryhard Recruits + Base in the Aegean Sea?...
??? + ???
Railguns + Air Strike Mission + Revision spent on fixing their rifles?...
Railguns on Aircraft + ???
ECM-countering Missiles + ???
Voted Revisions:
Defensive Plasma Wave: (3): SC, Sprinkled Chariot, TopHat
Plasma Carbines: (2): Kashyyk, SamSpeeds
Not Voted Revisions:
Energy Field Plating
Stealth Drones
Zombie Meld
Focused Harvest
Reinforced Craft
Enhanced Targeting Algorithm
Voted Revisions:Yeah, alright. Like, to be clear, I don't expect DPW to knock every missile out of the sky, but it should knock out a few.
Defensive Plasma Wave: (4): SC, Sprinkled Chariot, TopHat, NUKE9.13
Plasma Carbines: (2): Kashyyk, SamSpeeds
Not Voted Revisions:
Energy Field Plating
Stealth Drones
Zombie Meld
Focused Harvest
Reinforced Craft
Enhanced Targeting Algorithm
Voted Revisions:Still not entirely sure, but I do agree that we need to ensure we can make it to missions.
Defensive Plasma Wave: (5): SC, Sprinkled Chariot, TopHat, NUKE9.13, Failbird105
Plasma Carbines: (2): Kashyyk, SamSpeeds
Not Voted Revisions:
Energy Field Plating
Stealth Drones
Zombie Meld
Focused Harvest
Reinforced Craft
Enhanced Targeting Algorithm
Voted Revisions:
Defensive Plasma Wave: (6): SC, Sprinkled Chariot, TopHat, NUKE9.13, Failbird105, SamSpeeds
Plasma Carbines: (1): Kashyyk,
Not Voted Revisions:
Energy Field Plating
Stealth Drones
Zombie Meld
Focused Harvest
Reinforced Craft
Enhanced Targeting Algorithm
Defensive Plasma Wave: Our plasma turrets can be reworked to serve as an anti-missile measure. By simply not applying a strong enough bond to the expelled plasma, it will, rather than travelling as a single blast, spread out from the turret like a wave. Though this diffuse plasma is unlikely to cause serious damage to larger craft, it should be enough to detonate missiles.Normal : 3 +2
On detecting incoming missiles, our vessels will turn all available turrets (or the ship itself) to face them, and unleash the plasma wave. This may not destroy all missiles, but it should reduce their number considerably.
Target: Brazil
Vehicle: 1x Medium Scout (3VP), 1x Medium Fighter (2VP)
Crew: 1x Sectoid, 1xMeld Container (1UP, 1EP), 1xScout Drone (1UP), 2x Skin Crawler, 1xElerium Grenades (4UP, 1EP), 1xSkin Crawler (Infiltrated)(Free).
Objective: Harvest (and investigate signal)
Target: Australia
Vehicle: 1x Small Scout (Free) masquerading as a Medium Scout.
Crew: 1x Sectoid (Free)
Objective: Harvest (and investigate signal)
The current missile weapons utilized by the primitives on the planet they call earth are an interesting and surprisingly advanced design. The weapon is designed in such a way that its sensors are able to strike at our ships despite our ECM, it is also possible that the technology in this missile could, theoretically, use our ECM against us due to the fact our ECM utilizes the main method of tracking via producing a stronger radar signal, although this is unable to be proven at this time. The warhead of this missile presumably has the same level of explosive power as their last missile and has been proven to not do as much damage against our craft compared to their rail gun which is described in Primitive Weapon Data Document 10. It should be possible to outrun or outmaneuver these weapons with proper AI and mobility for our craft, as although current countermeasures have proven effective against their missiles, recent combat has proven that at least one of them are was to slip through the new countermeasures and strike the craft. There are only a few of these on all primitive aircraft, limiting the amount they are able to use before they are forced to switch weapons, however they presumably are fired at a longer range then their secondary armament due to always firing the missiles first. It should be noted it is highly effective against our light scouts and all efforts to move to larger more armored craft should be taken.
Luna soil is known to be a quarter aluminium weight, along with various silicates, and oxides. Whilst these aren't the sole components of Alien Alloy, having a number of the ingredients readily at hand will mean we only have to ship some of the materials across interstellar distances. This will make various vessels much cheaper to manufacture.
- The odds are good that this new "vision-enhancing device" is designed to be able to detect our skin crawlers (either as a primary or secondary function). If so, our thin advantage on the ground has just vanished and infiltration has got much harder.Oh, dang, you're probably right. Welp.
- Improve the light fighter or small scout to bring it's performance up to par with their interceptor. This could probably be doable as a revision, though we may want to spend a design on it to get the best results (especially if we improve the scout).This isn't possible, we know this isn't possible. We tried to improve the light fighter before, and got a medium fighter at the same difficulty as the original with a higher cost.
- Design improved armour for our craft (e.g. Voidslayer's Energy Field Plating). Should increase survivablity and open up an easy revision to make armour for our ground troops. This is at the moment my personal preference for this turn.Hmm. I suppose either of these would be good.
- Design a longer-ranged air-to-air weapon for our UFOs. That or revise range/accuracy improvements for our current plasma cannon.
Designed as an alternate weapon to the Plasma Cannons on our vessels, the AAA Missile is a small orb, using the same gravity pulse technology used to move our ships. It is armed with a large, elirium-based explosive and uses very similar piloting and tracking technology to our unmanned fighters. Being a truly, "Smart" missile, this weapon can receive new targets if the previous is destroyed, can identify and track X-Com craft by multiple methods (visual, thermal, radar) and can skilfully predict combat manoeuvres in the same way our fighter can. As it doesn't need a oversized, primitive fuel source a single weapon mount should easily be able to carry multiple missiles internally, deploying as many as needed,.
Alien Anti-Air Missile: (3) Kashyyk, sprinkled chariot, NUKE9.13
Alien Anti-Air Missile: (4) Kashyyk, sprinkled chariot, NUKE9.13, SamSpeeds
Alien Anti-Air Missile: (5) Kashyyk, sprinkled chariot, NUKE9.13, SamSpeeds, Puppyguard.
Designed as an alternate weapon to the Plasma Cannons on our vessels, the AAA Missile is a small orb, using the same gravity pulse technology used to move our ships. It is armed with a large, elirium-based explosive and uses very similar piloting and tracking technology to our unmanned fighters. Being a truly, "Smart" missile, this weapon can receive new targets if the previous is destroyed, can identify and track X-Com craft by multiple methods (visual, thermal, radar) and can skilfully predict combat manoeuvres in the same way our fighter can. As it doesn't need a oversized, primitive fuel source a single weapon mount should easily be able to carry multiple missiles internally, deploying as many as needed,.Normal : 1 + 3 = 4 (Below Average)
unless they have a 100% kill rate.
Has anyone made a list yet or do I need to go through the posts and catalogue everything they've ever shown? (Do note that if I have to it's going to be a slow project doe to lack of mobile internet :( )
Hmmm looking at this...Quote from: Design Choices from Respective Teams
Scout Drones + Mind Merge + Moon Base
Light Fighter + Human Sectoids
Medium Fighter + Recruitment + Mediocre ECM
Skin Crawler + Better ECM
Lesser Muton + Elder Scorn (Both Failures)
Medium Lander + Question
Recon Satellites + Tryhard Recruits + Base in the Aegean Sea?...
??? + ???
Railguns + Air Strike Mission + Revision spent on fixing their rifles?...
Railguns on Aircraft + ???
ECM-countering Missiles + ???
I think we can always do further improvement to the Lesser Mutons, to make them combat capable, the Elder Scorn can be improved I'd imagine as well (maybe without costing points). I think a satellite-destroying UFO the Size of a Medium for a next design seems effective, or maybe we try and create another base?, or try creating a UFO Production Bay so that we can get access to more UFOs? I believe the main problem is lack of UFOs and not aliens or equipment. Or go for Lesser Mutons again.
Edit: Our Medium Fighter has a mortar, and we have psionic omniscient from the sectoids, the plasma carbines are tempting but improvements to countering their missiles need to happen... the more I look at it the need for more UFO to Act at escorts needs to happen.
The help collaborator thing is just the equivalent of a council mission from XCOM. You don't need to design more stuff for it, just throw a few assets at it.Okay... so do we do something like this:
Edit: Though to be fair, the mission is a bit too vague. I'll add a bit more info.
Craft: Whatever?
Units: Blah
Destination: Australia
Mission Type: "Rescue Contact's Relative"
Sure, but do they have 100% accuracy, is the question.Quoteunless they have a 100% kill rate.
A single hit of your AAA can destroy a Small Scout.
It's unfortunate that schrodinger's revision means we can't reduce their cost before using them on a mission.True, but we can increase their ammo count with a revision and have it apply, so long as it doesn't change the size or cost.
Craft: 1 Medium Scout, 1 Small Scout, 1 Medium Fighter ((6 Unit Storage))
Units: 1 ( Free) Infiltrated Skin Crawlers, 1 (Free) Sectoid, 2 Skin Crawlers, 1 Sectoid, 1 UP Scout Drone
Equipment: 1 AAA Missile on Medium Fighter, 1 AAA Missile on Medium Scout
Destination: Australia
Mission Type: “Rescue Contact’s Relative”
Okay... so do we do something like this
Notes: Medium Scout is to use ECM to appear as a Large VesselWhat? Why this? ECM has never worked out for us, and it's not like there's another mission for XCOM to go after. What possible benefit could there be to this, especially considering the downside of our craft always being detected?
Notes: Medium Scout is to use ECM to appear as a Large VesselWhat? Why this? ECM has never worked out for us, and it's not like there's another mission for XCOM to go after. What possible benefit could there be to this, especially considering the downside of our craft always being detected?
If Xcom is able to beat this in the sky, der krieg ist verloren...Hopefully this is good enough to take em out. Revision should be something to help us not die horribly on the ground front without going full on USSR style drown them in bodies...Quote from: Mission of Turn 7Craft: 1 Medium Scout, 1 Small Scout, 1 Medium Fighter ((6 Unit Storage))
Units: 1 ( Free) Infiltrated Skin Crawlers, 1 (Free) Sectoid, 2 Skin Crawlers, 1 Sectoid, 1 UP Scout Drone
Equipment: 1 AAA Missile on Medium Fighter, 1 AAA Missile on Medium Scout
Destination: Australia
Mission Type: “Rescue Contact’s Relative”
What if we made our medium scouts look small? Then they might under respond and be defeated, instead of over responding and getting sweet lootz.
Shadowclaw's Plan: (3?) Shadowclaw777, NUKE9.13, Piratejoe?
Well, with the ECM removed, I can support Shadowclaw's plan.Quote from: VotesShadowclaw's Plan: (4?) Shadowclaw777, NUKE9.13, Piratejoe?, Kashyyk
Turn 1
-small interceptor
-missiles
-reconnaissance droid
-skyranger
Turn 2
-primitive weapons
-Avalanche missiles
Turn 3
-Raven Interceptor
-Railguns
Turn 4
-pods that launched shells with tremendous velocity > Ship based railguns
Turn 5
-somehow the missiles cut through >Missiles that go through jamming
-small island in the Aegean sea > missile base
The competition is a description of the enemy's equipment, from what I gathered...I posted a thing on it a while ago.Apparently you are right. I rechecked and they don't want us to catalogur it, they want one analysed.
Shadowclaw's Plan: (4?) Shadowclaw777, NUKE9.13, Piratejoe?, Kashyyk[/quote]
Plan B: (1) TopHat
Craft: 1 Medium Scout, 1 Small Scout, 1 Medium Fighter ((6 Unit Storage))
Units: 1 ( Free) Infiltrated Skin Crawlers, 1 (Free) Sectoid, 2 Skin Crawlers, 1 Sectoid, 1 UP Scout Drone
Equipment: 1 AAA Missile on Medium Fighter, 1 AAA Missile on Medium Scout
Destination: Australia
Mission Type: “Rescue Contact’s Relative”
Extended AAA:
The previous generation of AAA missiles lack accuracy, ammo Capacity, range, and destructive potency in their usage. We have realized that the ammo Capacity and potency are the things that need to be altered
The new revised AAA missiles now comes in pods of four missile arrays with a new anti-armor blast to them, if Xcom thinks they can field either missiles or of aerial interceptor jets with armor of either terrestrial or alien kind, they will be in a horrible surprise of realization when they notice that our AAA missiles can penetrate armor quite handily and horribly destroying their ships, with plasma glue all over their wings and cockpits.
[] Extended AAA (http://www.bay12forums.com/smf/index.php?topic=168643.msg7693184#msg7693184) :
[1] AAA v2 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7693195#msg7693195) : Kashyyk
[] Extended AAA (http://www.bay12forums.com/smf/index.php?topic=168643.msg7693184#msg7693184) :
[2] AAA v2 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7693195#msg7693195) : Kashyyk, NUKE9.13
Our new missiles are technological marvels but too resource intensive to deploy in large numbers given that we are only really equipped to support plasma-armed craft. By expanding local manufacturing, overhauling our supply chain, and making numerous other small efficency savings, we should be able to reduce their deployment cost by a small, though still significant, amount.
Our plasma pistol is an effective sidearm but hindered at long ranges. Fortunately the improved strength of our sectoids enables the use of heavier weaponry. This model has been extended into a full-blown rifle, making it both more accurate and more powerful. As a result its effectiveness at longer ranges should be increased significantly. Slots have been included above and below the barrel for any additions such as sights or grenade launchers we may later develop.
[] Extended AAA (http://www.bay12forums.com/smf/index.php?topic=168643.msg7693184#msg7693184) :
[2] AAA v2 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7693195#msg7693195) : Kashyyk, NUKE9.13
[1]Plasma Rifle (http://www.bay12forums.com/smf/index.php?topic=168643.msg7693275#msg7693275): TopHat
Regarding the revision, I would much rather focus on reducing the cost of our missiles rather than increasing the magazine size - we're short of EP as it is and cheaper launchers are far more flexible. I am however wary of reducing their effectiveness too much, especially as X-Com will doubtless develop countermeasures quickly. Something like this might be doable, though the savings won't nearly be as considerable as we'd get from making the missiles less effective.So, there are several reasons I prefer expanded magazines to reduced cost:
Alternatively, we could finally get round to giving our infantry weapons with a long enough range that they can fight back on the ground. I consider this more important at the moment - two effectively guaranteed air kills per launcher should be enough for the next couple of turns.Actually, you're probably right that we should do something for the ground. I had this idea that we could shoot down Skyrangers if we brought enough missiles, but I'm not sure whether that's plausible. I mean, so far, there hasn't been any mention of a Skyranger ever being in the slightest danger, even when we completely controlled the airspace. It may just be that the game is set up such that the aliens have to win both fights whilst XCOM need only win one.
[] Extended AAA (http://www.bay12forums.com/smf/index.php?topic=168643.msg7693184#msg7693184) :
[1] AAA v2 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7693195#msg7693195) : Kashyyk
[2]Plasma Rifle (http://www.bay12forums.com/smf/index.php?topic=168643.msg7693275#msg7693275): TopHat, NUKE9.13
It may just be that the game is set up such that the aliens have to win both fights whilst XCOM need only win one.
[] Extended AAA (http://www.bay12forums.com/smf/index.php?topic=168643.msg7693184#msg7693184) :Yep, I'm all for making a quality gun, surprised we put this off so long.
[1] AAA v2 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7693195#msg7693195) : Kashyyk
[3]Plasma Rifle (http://www.bay12forums.com/smf/index.php?topic=168643.msg7693275#msg7693275): TopHat, NUKE9.13, Failbird105
[] Extended AAA (http://www.bay12forums.com/smf/index.php?topic=168643.msg7693184#msg7693184) :
[1] AAA v2 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7693195#msg7693195) : Kashyyk
[4]Plasma Rifle (http://www.bay12forums.com/smf/index.php?topic=168643.msg7693275#msg7693275): TopHat, NUKE9.13, Failbird105, Puppyguard.
Our plasma pistol is an effective sidearm but hindered at long ranges. Fortunately the improved strength of our sectoids enables the use of heavier weaponry. This model has been extended into a full-blown rifle, making it both more accurate and more powerful. As a result its effectiveness at longer ranges should be increased significantly. Slots have been included above and below the barrel for any additions such as sights or grenade launchers we may later develop.Hard : 4 + 3 -1 = 6 Above Average
Craft: 1 Medium Scout, 1 Small Scout, 1 Medium Fighter ((6 Unit Storage))
Units: 1 ( Free) Infiltrated Skin Crawlers, 1 (Free) Sectoid, 2 Skin Crawlers, 1 Sectoid, 1 UP Scout Drone
Equipment: 1 AAA Missile on Medium Fighter, 1 AAA Missile on Medium Scout
Destination: Australia
Mission Type: “Rescue Contact’s Relative”
Decoy Drones
Utilising our high skill in automation (evidenced with our fighters, AAA and scout drones) these are space-capable drones approximately 2m3 and equipped with large ECM arrays, intended to make the drone appear much larger and more threatening on X-Com scanners. The drone is also fitted with a self-destruct mechanism, designed to make the vessel completely worthless to X-Com if somehow recovered. These drones should be buildable en-mass, and allow us to flood X-Com with false positives and provide our actual missions with defence in numbers. When deployed, the drone will follow a pre-plotted course across areas of Earth, intended to mimic an actual Alien operation.
I mean, question 1: what does an EXALT Captive Token do for us?It's a research token, like the human dna ones.
Okay... but what does it help us research? Psionics?I mean, question 1: what does an EXALT Captive Token do for us?It's a research token, like the human dna ones.
Ehm, what about strapping cheap missile racks on decoys( so line skyranger gets !Fun!...at that point it's no longer a decoy, is it? The whole point is to make them as cheap and disposable as possible. Adding weaponry will drive up the cost.
How have we failed to generate any panic at all so far (except that 1)? We need to suck less.
+1 on decoys.
Okay... but what does it help us research? Psionics?I mean, question 1: what does an EXALT Captive Token do for us?It's a research token, like the human dna ones.
Decoy Drones: (2) BBBence1111, NUKE9.13
Decoy Drones: (4) BBBence1111, NUKE9.13, Failbird, Kashyyk
Actually, there are things we can spend the captive on, now that I think about it. If Recruit Collaborators was not already nigh-perfect (it rolled a 7 (http://www.bay12forums.com/smf/index.php?topic=168643.msg7652485;topicseen#msg7652485)), we could use EXALT's experience with running underground movements to improve it. When we design an outpost-establishing mission, EXALT knowledge could help us ensure they can remain undetected. Would these be valid uses of the captive, ebbor?
As for our plan this turn- assuming we roll well enough on the decoys, I'm guessing they would cost 0.5VP (if they cost 1VP, they would obviously be useless). In that case, we could do a thing where we launch 4 real (small scout) missions, and 4 decoy missions, with all 8 masquerading as Medium Scouts. Obviously XCOM will realise that something is up, but what can they do?
I suggest we avoid Europe, and send two missions to each other continent- one real, one fake. I think we have enough UP/DNA right now, so it would be a good time to do some recruiting. We can afford to send one unit of Skincrawlers on each real mission (8-3=5UP), each equipped with Plasma Rifles (spending our month end point on EP), and two with backup Sectoids (2-1=1UP)
Thoughts?
The Talon is actually quite bad. It has 18 missiles, 2 railguns, and the only reason that 2/3 of your ships escaped without loot losses is a mechanical fluke of the system (specifically one of the rules intended to ensure that you can't just monofocus air to win everything).Well first, the rule system seems very much in flux. Because only now we are hearing of this system that focusing solely on monoair means that the Aliens are going to be punished, and it really seems like this was a last-ditch change as we never heard of this feedback until now. There should at least be some heads up before we hear of rule changes so that we can prepare for them.
@Ebbor: Quick question - under contact mission success it says we gain 1 EP as a reward. Is this in addition to the Exalt token listed under loot at the end of the mission (giving us 1 EP, 1 EXALT, and 1 Month End token total for this turn)?
Well first, the rule system seems very much in flux. Because only now we are hearing of this system that focusing solely on monoair means that the Aliens are going to be punished, and it really seems like this was a last-ditch change as we never heard of this feedback until now. There should at least be some heads up before we hear of rule changes so that we can prepare for them.
In fairness I do remember Ebbor saying at one point that neither ground nor air could be ignored, using as an example the UFO which was shot down and later repaired due to a lack of ground response. And the effects of this system have swung both ways now.
Regarding the decoy drones: They're a good idea but my one worry is that they may have already developed a way of getting past that function of the ECM, or be able to do so with little difficulty - in which case it will probably be effective for a single turn at best (though that one turn might be worth it). Something providing a permanent benefit such as improved armour technology (first for craft and later infantry), lesser mutons (I think they'll still be too difficult to fix in a revision) or a new mission (e.g. the one shortly to be edited in below) might be better.Hmm. Thinking about it more, you might be right. And, like, this mission went alright, albeit not perfectly, so perhaps we don't need decoys that badly.
Also a ship with 18 missiles feels a little bit on the absurd to me, even for advanced aircraft that Xcom can deploy.
T1
Mission 2: UFO Destroyed; Xcom (Presumably) Gets Tokens
...ohQuoteT1
Mission 2: UFO Destroyed; Xcom (Presumably) Gets Tokens
That UFO got blown up on re-entry. Nobody getting anything from that.
XCOM needs to capture your stuff at least partially intact to get tokens.
Decoy Drones: (3) BBBence1111, Failbird, Kashyyk
Asteroid Belt Base: (1) NUKE9.13
Decoy Drones: (3) BBBence1111, Failbird, KashyykI can see an asteroid base being more effective than just decoy drones.
Asteroid Belt Base: (2) NUKE9.13, Puppyguard
Decoy Drones: (3) BBBence1111, Failbird, Kashyyk
Asteroid Belt Base: (3) NUKE9.13, Puppyguard, Piratejoe73
Decoy Drones: (3) BBBence1111, Failbird, Kashyyk
Asteroid Belt Base: (4) NUKE9.13, Puppyguard, Piratejoe73, SC
Decoy Drones: (2) BBBence1111, KashyykI absolutely see this being a multi-turn effort to get up to the desired quality, possibly even to start, but I can definitely see it being useful.
Asteroid Belt Base: (5) NUKE9.13, Puppyguard, Piratejoe73, SC, Failbird105
10ebbor10: would decoy drones suffer the same restrictions that Elder's Scorn did?
10ebbor10: would decoy drones suffer the same restrictions that Elder's Scorn did?
I'm not going to give you an un-reverse engineerible, cheap and perfect mimic drone.
2 out of 3 is the best you can hope for, 1 out of 3 is also likely.
Decoy Drones: (1) Kashyyk
Asteroid Belt Base: (5) NUKE9.13, Puppyguard, Piratejoe73, SC, Failbird105, BBBence1111
Why limit at all? Instead we can Force Xcom to purge em or the problem Will get worse.It wouldn't be in keeping with the spirit of XCOM to develop a 'hands off' method of terrorising the Earth like that. We can do mind worms, but VoidSlayer is right to include a built-in killswitch.
And we can always just make a tailored disease for em. We know their DNA.
Ebbor, what would be supposed difficulty of terror worms and would it be woooo balance if they are designed to spread once seeded.
Establish Outpost: We find that constantly travelling back and forth from our base to Earth is detrimental to our efforts. The craft required are expensive, the travel time is not negligible, and our final approach offers XCOM a chance to detect & intercept our forces. Therefore, we seek to establish outposts on Earth from whence small-scale operations may be launched and intel gathered. Our primary missions will require troops and materiel from our main base and may take place outside the outpost's sphere of influence, and will therefore continue to make use of regretably detectable craft transporting them to Earth.
Our forces shall land in the target nation, some distance from the eventual location of the base. The equipment and materials necessary to construct the base will be unloaded (preferably disguised or obfuscated such that XCOM could not easily guess as to their purpose), any local assistance coordinated, and the landing craft secluded, prior to overland travel to the final destination. These measures are to ensure that any intervening forces will not be appraised of where the outpost is located exactly, lest they later return to destroy it.
Once any interference has been dealt with and the site reached, engineers will set to work. Outposts should be tailored to their environment, with a focus on stealth (it should not be possible for XCOM to discover it without dedicating resources to the matter- sending a UAV to fly over the country should not be sufficient). They will be equipped with rudimentary facilities, and be guarded by basic anti-air weaponry and small garrisons (it should take XCOM more than a single Skyranger dropping off a squad to destroy the outpost and capture any equipment or resources contained within).
This mission will benefit greatly from infiltration in the target country, as our collaborators may help us identify a suitable location ahead of time, and provide us with local construction equipment and materials such that we do not have to bring everything ourselves. It may ((for balance reasons, if outposts are especially powerful)) take more than a single trip to complete an outpost.
Successfully established outposts should serve to strengthen our control of the region, provide a trickle of resources/research, and provide assistance to missions occuring elsewhere on the continent.
ebbor, may I ask if this mission type falls into the 'hilariously unbalanced and thus Impossible' category?
Although, this does raise the question- if we use a design to create a base on earth, do we have magical invisible construction ships (ie game abstractions) that build it, or what?
Ah, I wasn't thinking that these'd be fully-fledged bases. Just minor outposts.
Asteroid Belt Base: Dug in to a particularly large asteroid orbiting Sol, this base serves as the home for a fleet of mining drones, who scour the asteroid belt for useful minerals, bringing them back to base to be processed. The gathered materials are used in the construction of vehicles and equipment- this being the base's primary function. Facilities exist to support a small staff of engineers and overseers, but the majority of the base is automated and uninhabitable, in order to reduce the cost and complexity of construction.Very Hard : 2 + 4 - 2 = 4 ( Below Average)
Mission 1
Crafts: 1 Medium Scout, 1 Medium Fighter (5 VP)
Units: 1 (Free) Infiltrated Skin Crawlers, 2 (1 Free Sectoid), 1 UP Scout Drone (2 UP)
Equipment: 1 Sectoid (Plasma Rifles), Medium Fighter (AAA Missiles) (2 EP)
Destination: Brazil
Objective: Recruit Collaborators
Mission 2:
Craft: 1 (Free) Small Scout, 1 Light Fighter (1 VP)
Unit: 1 Skin Crawlers, 1 Scout Drone (3 UP)
Equipment: Skin Crawlers (Plasma Rifles), Light Fighter (AAA Missile) (2 EP)
Destination: Russia
Objective: Recruit Collaborators
Mission 3:
Craft: 1 Small Scout (1 VP)
Unit: 1 Sectoid
Equipment: Sectoids (Plasma Pistols)
Destination: Australia
Objective: Harvest
Tokens Expended: Month Token + EP Token (on Plasma Rifles)
Mission 1
Crafts: 1 Medium Scout, 1 Light Fighter (4 VP)
Units: 1 (Free) Skin Crawlers, 2 (1 Free Sectoid), 1 UP Scout Drone (2 UP)
Equipment: Light Fighter (AAA Missiles) (1 EP)
Destination: Mexico
Objective: Recruit Collaborators + Investigate Signals
Mission 2:
Craft: 1 (Free) Small Scout, 1 Light Fighter (2 VP)
Unit: (Half Cost) 1 Skin Crawlers, 1 Sectoid (2 UP)
Equipment: Sectoid (Plasma Rifles), Light Fighter (AAA Missile) (2 EP)
Destination: Russia
Objective: Recruit Collaborators
Mission 3:
Crafts: 1 Small Scout, 1 Light Fighter (2 VP)
Units: 1 Sectoid, 1 Scout Drones (2 UP)
Equipment: Sectoids (Plasma Pistols), Light Fighter (AAA Missiles) 1 EP
Destination: Australia
Objective: Harvest
Tokens Expended: Month Token on VP + EP Token (on Plasma Rifles)
Infiltration is not a guaranteed success.
Also, yeah, you do need to assign at least 1 non-infiltrated unit. (Otherwise my system would get quite broken).
Spend one EP token on plasma rifles. Use Month End point on EP.
Mission 1:
Craft: Medium Scout (3 VP),
Units: Sectoid x3 (3 UP), Scout Drone (1 UP)
Equipment: AAA missile (medium scout) (1 EP)
Destination: India
Mission Type: Harvest + Investigate Signal
Mission 2:
Craft: Small Scout (free), Light Fighter (1 VP)
Units: Skin Crawlers (free), Sectoid (free)
Equipment: Plasma Rifle (sectoid) (free), AAA missile (light fighter) (1 EP)
Destination: Russia
Mission Type: Recruit Collaborators + Investigate Signal
Mission 3:
Craft: Small Scout (1 VP), Light Fighter (1 VP)
Units: Skin Crawlers (1 UP), Sectoid (1 UP)
Equipment: AAA missile (light fighter) (1 EP), Plasma Rifle (Sectoid) (1 EP)
Destination: Mexico
Mission Type: Recruit Collaborators + Investigate Signal
[] Actually not that spread out (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697807#msg7697807) :
[] Mars Attacks (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697831#msg7697831) :
[] A Different Approach (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697835#msg7697835) :
[] A different Approach MkII (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697835#msg7697835) :
[] Operation Versatility (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697839#msg7697839) :
[] Plan TopHat (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697852#msg7697852) :
Quote from: Missions[] Actually not that spread out (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697807#msg7697807) :
[] Mars Attacks (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697831#msg7697831) :
[] A Different Approach (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697835#msg7697835) :
[] A different Approach MkII (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697835#msg7697835) :
[] Operation Versatility (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697839#msg7697839) :
[] Plan TopHat (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697852#msg7697852) :
I've collected the various plans people have suggested, for ease of reference.
I'm disposed towards any plan that uses our month end bonus as an EP, as that is the most powerful so far. We can spend it on Missiles in the air, and rifles on the ground, both of which are a serious bonus for us, more-so I feel, than another scout or some more sectoids are.
If Shadowclaw mods his plan so that mission one Recruits Collaborators and all the scouts are equipped with the AAA instead of the fighters (as our fighters want to be dogfighting more than the scouts do), I'll vote for it.
Finally, an interesting revision for us would be to make our plasma pistols concealable, so that infiltrators can be equipped with them.
Unrelated: 10ebbor10, could we design a "Build Outpost" mission that, if successful, gives a bonus to a "Create Base" design at that same location?
I apologise for the stream-of-consciousness this post turned into, but I'm not getting much sleep lately.
[] Actually not that spread out (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697807#msg7697807) :I'll go with this one. It's worth a shot.
[] Mars Attacks (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697831#msg7697831) :
[] A Different Approach (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697835#msg7697835) :
[] A different Approach MkII (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697835#msg7697835) :
[] Operation Versatility (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697839#msg7697839) :
[1] Plan TopHat (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697852#msg7697852) : NUKE9.13
[] Actually not that spread out (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697807#msg7697807) :
[] Mars Attacks (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697831#msg7697831) :
[] A Different Approach (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697835#msg7697835) :
[] A different Approach MkII (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697835#msg7697835) :
[] Operation Versatility (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697839#msg7697839) :
[2] Plan TopHat (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697852#msg7697852) : NUKE9.13, SC
[] Actually not that spread out (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697807#msg7697807) :
[] Mars Attacks (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697831#msg7697831) :
[] A Different Approach (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697835#msg7697835) :
[] A different Approach MkII (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697835#msg7697835) :
[] Operation Versatility (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697839#msg7697839) :
[3] Plan TopHat (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697852#msg7697852) : NUKE9.13, SC, Kashyyk
[] Actually not that spread out (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697807#msg7697807) :
[] Mars Attacks (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697831#msg7697831) :
[] A Different Approach (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697835#msg7697835) :
[] A different Approach MkII (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697835#msg7697835) :
[] Operation Versatility (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697839#msg7697839) :
[4] Plan TopHat (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697852#msg7697852) : NUKE9.13, SC, Kashyyk, Failbird105
10ebbor10, you mention in your battle report that XCom's skyrangers got destroyed. Did we cause infantry casualties from this? We can presumably compare the number of active hostiles to previous engagements to work out if there were less, assuming we couldn't just pick through the wreckage and count bodies.Couod have happened, but didn't.
Further, is it possible to avoid a ground fight with XCom by taking out their skyrangers before they land? I realsie this way circumvent mechanics slightly, but if they are stupid enough to send unescorted skyrangers to intercept we ought to be able to make the most of it.
[] Actually not that spread out (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697807#msg7697807) :
[] Mars Attacks (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697831#msg7697831) :
[] A Different Approach (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697835#msg7697835) :
[] A different Approach MkII (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697835#msg7697835) :
[] Operation Versatility (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697839#msg7697839) :
[5] Plan TopHat (http://www.bay12forums.com/smf/index.php?topic=168643.msg7697852#msg7697852) : NUKE9.13, SC, Kashyyk, Failbird105, Puppyguard.
Ebbor, there was a question earlier that you didn't seem to see. Namely, would it be possible to have a "Create Outpost" mission that if successful gives a bonus to making a base in that area?
Spend one EP token on plasma rifles. Use Month End point on EP.
Mission 1:
Craft: Medium Scout (3 VP),
Units: Sectoid x3 (3 UP), Scout Drone (1 UP)
Equipment: AAA missile (medium scout) (1 EP)
Destination: India
Mission Type: Harvest + Investigate Signal
Mission 2:
Craft: Small Scout (free), Light Fighter (1 VP)
Units: Skin Crawlers (free), Sectoid (free)
Equipment: Plasma Rifle (sectoid) (free), AAA missile (light fighter) (1 EP)
Destination: Russia
Mission Type: Recruit Collaborators + Investigate Signal
Mission 3:
Craft: Small Scout (1 VP), Light Fighter (1 VP)
Units: Skin Crawlers (1 UP), Sectoid (1 UP)
Equipment: AAA missile (light fighter) (1 EP), Plasma Rifle (Sectoid) (1 EP)
Destination: Mexico
Mission Type: Recruit Collaborators + Investigate Signal
Breacher AAA Missiles : The aim of this revision is simple: to increase the ammo capacity of our missile turrets, without significantly increasing bulk or cost. To achieve this, we have made the missiles more compact, by combining elements where possible. Most notably, using experience from Elder's Scorn (not replicating it entirely, but building on the experience), we have modified the Elerium power source to double as the warhead- this does make it less effective as a power source, but it is unlikely that a missile will require more than a few minutes of flight time at the very most. The full AI core has been pared down, removing unnecessary capabilities, and miniaturising the rest. The gravity drive is no longer capable of completely arbitrary movement- should it for some reason need to make a 180° turn, it will need to actually turn, rather than simply accelerate in the opposite direction- which cuts down on the required size considerably.
Ideally, we exchange a minor drop in performance for a substantially increased ammo capacity.
There were notes of attempts to add either incendiary addition or just generally AP improvements to the missile drones to improve their effectiveness against Xcom’s armored Talon craft, but just bombarding them with quantity is the superior option. The focus is just trying to make the Missile battery here just larger and more extended to hold more drones, without suffering with quality penalties
Breacher AAA: (1) SC
Breacher AAA: (1) SC
AAA v2: (1) NUKE9.13
Breacher AAA: (1) SCWe will block out the sky with our missiles! (https://www.youtube.com/watch?v=anwy2MPT5RE)
AAA v2: (2) NUKE9.13, Piratejoe
Breacher AAA: (1) SC
AAA v2: (3) NUKE9.13, Piratejoe, Kashyyk
Breacher AAA: (1) SC
AAA v2: (3) NUKE9.13, Piratejoe, Kashyyk
AAA v3: (1) TopHat
AAA v2: The aim of this revision is simple: to increase the ammo capacity of our missile turrets, without significantly increasing bulk or cost. To achieve this, we have made the missiles more compact, by combining or downsizing elements where possible. Most notably, we replaced the Elerium in the core with 'pre-destabilized' Elerium, which generates less power but generates a larger explosion- we then downsized the core so that the explosive power remains roughly the same (the loss in power generation should not be an issue, as the core is still more than large enough to power the missile's gravity drive). The full AI core has been pared down, removing unnecessary capabilities, and miniaturising the rest. The gravity drive (in a manner that was totally not inspired by observation of XCOM's new fighter) is no longer capable of completely arbitrary movement- should it for some reason need to make a 180° turn, it will need to actually turn, rather than simply accelerate in the opposite direction- which cuts down on the required size considerably.Normal (1,2) : Buggy Mess
Ideally, we exchange a minor drop in performance for an increased ammo capacity, without increasing cost or space usage.
Mission 1:
Craft: Medium Scout (3 VP),
Units: Sectoid x3 (3 UP), Scout Drone (1 UP)
Equipment: AAA missile (medium scout) (1 EP)
Destination: India
Mission Type: Harvest + Investigate Signal
Mission 2:
Craft: Small Scout (free), Light Fighter (1 VP)
Units: Skin Crawlers (free), Sectoid (free)
Equipment: Plasma Rifle (sectoid) (free), AAA missile (light fighter) (1 EP)
Destination: Russia
Mission Type: Recruit Collaborators + Investigate Signal
Mission 3:
Craft: Small Scout (1 VP), Light Fighter (1 VP)
Units: Skin Crawlers (1 UP), Sectoid (1 UP)
Equipment: AAA missile (light fighter) (1 EP), Plasma Rifle (Sectoid) (1 EP)
Destination: Mexico
Mission Type: Recruit Collaborators + Investigate Signal
Actual Muton
After our previous attempt at creating Light Mutons, we should have the experience to do them properly. We don't want to just try again after all. We also use a DNA token to patch Earth incompatible sections of a Muton's DNA. The end result is a seven foot, 300lb humanoid, capable of lifting their own body weight in equipment, with redundent organs and a hardened skeleton to resist trauma. Finally, they undergo an intense combat regime to ensure they are competent in all aspects of warfare, whilst their skill in non-combat situations may be lacking. If the only area that Mutons actual lack in, is that of its etiquette and having innate savagery, they are prone to intimidating their targets into submission, and their cruelty, might expend to them ripping off human’s limbs, civilian or not, out of pure intimidation. This is because Muton’s are like militarized gorillas, and that’s where their biosphere surviving DNA comes from...
2 DNA Tokens Expended
Actual Mutons: (1) SC
1 DNA Expended
2 DNA Expended: (1) SC
Dont their infantry railguns smash holes through buildings? How mutons are going not to die from this ? And our plasma rifles are still at disadvantage due to getting long range sniped.
Also our missiles being failure( hooray to roll of 1 )
might really want to get dem revision
Muton:
-Spending 2 DNA tokens: (1) NUKE9.13
Muton:[/quote]
-Spending 2 DNA tokens: (2) NUKE9.13, Kashyyk
(Recommend spending 2 DNA tokens to reduce difficulty)
Muton:[/quote]
-Spending 2 DNA tokens: (3) NUKE9.13, Kashyyk, SC
Muton:
-Spending 2 DNA tokens: (4) NUKE9.13, Kashyyk, SC, TopHat
The telltale sound of the enemy railgun, but far faster than expected(emphasis mine) - It would appear that their railgun rate of fire has indeed been upgraded. Which begs the question:
@Ebbor: Did the turn's air combats see any siginificant increase in enemy railgun fire rate?
Can we spend a DNA token on the first thing there
Does adding weaknesses make designs easier at all? As in, is 'aiming' for mental weakness a good idea, or should I leave that out and let a poor roll add it back in?
Muton: Taking what we learnt from the Lesser Muton debacle, and combining it with a choice selection of high-quality Earth DNA, we have managed to create Mutons capable of operating in Earth's biosphere. We could try to do something 'original', but why bother when we have something so suited to the task at hand already?Hard : 3 + 3 -1 = 5 (2 Tokens used) [Average]
Mutons are big, beefy warriors. Everything about them is designed for combat. Redundant organs, a high pain threshold, and their integrated combat armour gives them unparalleled endurance, whilst their strength and innate combat skills make them a deadly threat. Their weaknesses are a low intellect for non-combat matters, virtually no capacity for the gift whatsoever, and an inability to blend in- on infiltration missions, they should definitely stick with the lander.
(Recommend spending 2 DNA tokens to reduce difficulty)
Operation Advancement
Mission 1
Crafts: 1 Medium Scout (3 VP)
Units: 1 Muton, 1 Sectoid, 1 Drone (3 UP)
Equipment: Medium Scout (AAA Missiles), Muton (Free Plasma Rifle), (1 EP)
Destination: Brazil
Objective: Harvest + Investigate Signal
Mission 2:
Craft: 1 (Free) Small Scout, 1 Light Fighter (1 VP)
Unit: Skin Crawler (Free), 1 Muton (2 UP)
Equipment: Muton (Plasma Rifles), Light Fighter (AAA Missile) (2 EP)
Destination: Russia
Objective: Recruit Collaborators + Investigate Signal
Mission 3:
Crafts: 1 Small Scout, 1 Light Fighter (2 VP)
Units: 1 Skin Crawler (Half Off) (1 UP)
Equipment: Light Fighter (AAA Missiles) 1 EP
Destination: Nigeria
Objective: Recruit Collaborators + Investigate Signal
Operation-A: (1) SC
Can we stop gifting xcom tech by sending loneYou don’t understand, they can send three Talons and two skyrangers it seems. The idea is we have three missions so that the Medium UFO doesn’t have to deal with the force that is of two, or even three, talons and we would get absolutely destroyed. We only lost the battle because of lack of plasma rifles or better units, in this case mutons. The medium ufo combined with its mortar and Muton support should be more than enough, me thinks. Also AAA missile support, which we are planning on revising again...
Medium scout( like we did last turn )
I am pretty sure, that we lost, because our medium scout was pile of flaming debris. There is no point in winning ground harvest mission, if you have no means of getting back.Well, to be fair, if we completely win the ground battle and don't completely lose the air battle, we get to 'repair' our ships and escape anyway. See: two turns ago. Also, our scout wasn't entirely destroyed- the mortar got knocked out, but I think it could've been made spaceworthy if we won on the ground.
Operation-A: (1) SC
Plan B: (1) NUKE9.13
Yeah, that sounds good.Quote from: VoteBoxOperation-A: (1) SC
Plan B: (2) NUKE9.13, SC
Operation-A: (1) ShadowC
Plan B: (3) NUKE9.13, SprinkedC, Kashyyk
Mission 1:
Craft: Large Scout (3 VP), Medium Fighter (2 VP)
Units: Skin Crawlers (free), Sectoids (free), Mutons (2 UP), Mutons (2 UP)
Equipment: AAA Missile x 2 (Large Scout x1, Medium Fighter x1), Plasma Rifle (Mutons 1) (free)
Destination: Canada
Mission Type: Harvest + Investigate Signal
Mission 2:
Craft: Small Scout (free), Light Fighter (1 VP)
Units: Skin Crawlers (1 UP), Sectoids (1 UP)
Equipment: AAA Missile (Light Fighter) (1 EP), Plasma Rifle (Sectoids) (1 EP)
Destination: Australia
Mission Type: Recruit Collaborators
AAA v2.2: (1) NUKE9.13
AAA v2.2: So, about that plan to make smaller missiles of roughly equal efficacy. That didn't work out so great last time, but we're certain to get a favourable result this time. Probably.
(AAA v2 again)Quote from: VoteboxAAA v2.2: (2
) NUKE9.13 , sprnkld chrt
AAA v2.2: (3) NUKE9.13 , sprnkld chrt, Piratejoe
AAA v2.2: (4) NUKE9.13 , sprnkld chrt, Piratejoe, Kashyyk
AAA v2.2: (5) NUKE9.13 , sprnkld chrt, Piratejoe, Kashyyk, TopHat
AAAv2.2: Although our previous attempt at miniaturisation failed, it did succeed in completing most of the legwork. By reconciling the new drive and reduced AI, and redesigning the priming system, we should relatively easily be able to meet our initial design goals.Easy : 3+4+1 (Unexpected Boon)
Mission 1:
Craft: Large Scout (3 VP), Medium Fighter (2 VP)
Units: Skin Crawlers (free), Sectoids (free), Mutons (2 UP), Mutons (2 UP)
Equipment: AAA Missile x 2 (Large Scout x1, Medium Fighter x1), Plasma Rifle (Mutons 1) (free)
Destination: Canada
Mission Type: Harvest + Investigate Signal
Mission 2:
Craft: Small Scout (free), Light Fighter (1 VP)
Units: Skin Crawlers (1 UP), Sectoids (1 UP)
Equipment: AAA Missile (Light Fighter) (1 EP), Plasma Rifle (Sectoids) (1 EP)
Destination: Australia
Mission Type: Recruit Collaborators
E2: PS, ebbor, what exactly would covert support entail?
Actually @10ebbor, there is no mention of the mortar during combat, was the Medium Scout so damaged that the device wasn’t effective? There wasn’t no mention of it, so a conclusion on it’s effect on the battle would be greatly appreciated.
Shaped Medium Armour: (1) NUKE9.13
Light Corvette:
Heavy Bomber:
Shifter:
Shaped Medium Armour: (2) NUKE9.13, Kashyyk
Light Corvette:
Heavy Bomber:
Shifter:
Shaped Medium Armour: (3) NUKE9.13, Kashyyk, TopHat
Light Corvette:
Heavy Bomber:
Shifter:
@ebbor: would this be a valid use of the EXALT token?
Also, would tier 3 infiltration be enough to start converting a country?
Hmm. Do we even need a special mission to convert a country then, or do they automatically convert when we reach 4 infiltration?QuoteAlso, would tier 3 infiltration be enough to start converting a country?
The Panic meter goes to 4, before there's an abandoning, and the infiltration meter is intended to be similar. Cutting support slightly may be something you might be able to do at 3?
Also remember we only got close to a victory because we took out two sky-rangers, on even numbers they would have floored us.Right, but many of our troops were killed or injured during the crash, and our mortar was disabled. If we armour our craft, we get more boots on the ground, and mortar support. I mean, yeah, it's still not a good sign for us that 1 squad was able to win, but had we not suffered aerial losses, that one squad would've been toast.