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Author Topic: Vigilo Confido : XCOM Arms Race  (Read 81054 times)

Rockeater

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1095 on: March 20, 2018, 06:54:00 am »


Quote
Hunter Armor Mk2 (4): Chiefwaffles, Happerry, TFF, Rockeater
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Emral282

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1096 on: March 21, 2018, 06:54:44 pm »

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Hunter Armor Mk2 (5): Chiefwaffles, Happerry, TFF, Rockeater, Emral282
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10ebbor10

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1097 on: June 05, 2018, 04:13:16 pm »

Quote
Hunter Armor Mk2
We're lucky to have the flaws that the Hunter Armor has for how well its project went. But let's get to work on fixing them.

Stimulant addiction? Just have the suit keep track of how much it's injected and don't allow going over that limit in non-life-and-death situations. A couple lines of code.
Grappling hook unreliability? Just include some tiny measuring instruments in the hook that have the Hunter suit warn the user if whatever they grappled onto isn't load-bearing.

Now we can focus on the "non-hour-worth-of-work" problem: the cost. Our team's excuse for the cost was just that it's a "beta version". Bah. Excuses.
We spend some time looking at the manufacturing process. Use molds for the plating instead of machining, reducing waste. Use alien alloy machine parts ((introduced in our Base Upgrade design)) along with some improvements in assembly line programming to reduce defective pieces. Actually inventory the armor properly, and pre-emptively shut down that "spiderman playground" thing that some enterprising engineers are secretly building in an unused room. Y'know, do stuff that makes Hunter Armor not a "beta version".

The transmissions being pinpointable isn't great, but the aliens should hopefully not immediately catch onto it and we're pretty sure they literally know exactly where we are at all times anyways so does it really matter that much yet?
So let's just let that one pass for now.
Easy : 3 +1 +1 (Average)

The Mark 2 suit contains a number of improvements on the mark 1 version. Firstly, we included a cutoff system in the medicinal system. It's far from perfect. The system still over-medicates, until it reaches the cutoff, at which it refuses to provide any more medicine until the pilot gets themselves mostly shot up.

The grappling hook has been equipped with a reliable measuring system. It works neatly, though they mutter about the time required to get a good measurement.

The cost however, is where the big improvements have been made. We upgraded the production process, clamped down on waste, repurposed an impromptu training course, signed a movie deal, switched healthcare providers and pushed our testing code directly to production, officially pushing the product out of beta and into release.

The result. A bunch of issues that have been patched over, and a 20% discount in unit prices.

WARNING : UFO DETECTED

Quote from: Bogey 30-31
Craft: 2*Medium?
Location: Canada
Altitude: Medium altitude

We've spotted 2 well known craft descending towards a small town in Canada. Signature indicates that one of these is the alien's fighter craft, while the other is their large transport. We suspect this is a suspected harvesting operation.

Quote from: Bogey 32-33
Craft: 2 Small craft
Destination: Australia
Altitude : Boosting to orbit

Two other ships slipped by our radar. We don't know where they went or for what purpose, but they're currently fast on their way back to orbit. Getting in time will be a struggle. The ships consists out of the alien's smaller lander and their tiny fighter unit.

Spoiler: Technology (click to show/hide)

Spoiler: PANIC METER (click to show/hide)

InterceptionPhase

Turn 8

AABBCCDD
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Happerry

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1098 on: June 05, 2018, 04:30:36 pm »

So, given our need for tokens to do more cool stuff, and how the second boogies are already escaping back to orbit, I think what we should do is drop hitting the second (no matter how much it pains me to let them go without a fight), and hit the group that's still descending with with everything we have to make sure we win that fight.

Also we should probably make another base next turn to get enough EP so we can give a squad armor and still have enough left over to get everyone else TAV-2.

Quote from: Plan Big Hammer
Assigned to Bogey 30-31
Mission : Combined Arms
-2 VP : Talon Fighter (first one costs 2)
-3 VP : Talon Fighter
-2 VP : 2x Skyrangers
-0 VP : 1 Skyranger (the free one)
Total VP Spent : 7
-3 UP : 3x NOTSOFTER Teams
Total UP Spent : 3
-3 EP : 3x XH-3 Railgun Rifle
-2 EP : Hunter Armor
-1 EP : TAV-2
Total EP Spent : 6

Quote from: Votes
Plan Big Hammer (1): Happerry
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Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Blood_Librarian

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1099 on: June 05, 2018, 11:07:09 pm »

Quote from: Boat Plan
Plan Big Hammer (2): Happerry, Blood_Librarian

No reason I guess.
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Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

Emral282

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1100 on: June 06, 2018, 12:08:31 am »

Quote from: Plan Vote
Plan Big Hammer (3): Happerry, Blood_Librarian, Emral282
It lives!
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10ebbor10

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1101 on: June 13, 2018, 01:17:31 pm »

Quote from: Bogey 30-31
Craft: 2*Medium?
Location: Canada
Altitude: Medium altitude

Explosions thunder through the sky, and debris rains down upon the small Canadian town. One alien ship, covered in flames, plunges into an apartment complex. The ensuing collapses buries it beneath the debris. The other alien ships sees most of it's outer hull torn apart, before a railgun shot hits it deadcenter. Spinning out of control, it crashes through several houses before skidding through the local park.


In the air, our forces are victorious, but it's costly victory. The aliens launched a total of 8 missiles, and thought the Talon's managed to dodge and weave past the initial wave, the projectiles are relentless. Each Talon is hit thrice, taking more than enough damage to bring down even the hardened craft. The remaining missiles destroyed 2 of the remaining Skyrangers, with severe casualties for the two squads. The last remaining squad deployed on a low building overseeing the alien crash site.



With the high ground secured, our team started effectively eliminating the wounded alien survivors. Sectoids and Mimics spread among the debris were eliminated with relative ease, but a new alien proved considerably more durable.  Ignoring their wounds, these 2 meter tall humanods rapidly took cover between the remains of their shattered craft and returned fire.

Our squad attempted to withdraw and regroup with the rest of the team (whose survivors were being brought to the front by Skyranger) but the new contacts proved to faster and more effective with their weaponry. Withering plasma fire from guns and rifles eliminated our squad before reinforcements could arrive.

The new Hunter armor showed it's worth almost immediately. The armor plating rendered the enemy pistols mostly, and greatly reduced the effect of their more powerfull rifles. Relocating quickly, our squad managed to stay out of reach of the new enemies untill we had finally brought them down.



Tactical conclusions: Alien missile weaponry has lost agility, but has gained increased ammunition
Loss of vehicle resulted in significant loss of personal
The new enemy alien is though and fearsome. Standing 2 meter tall, bulging with muscles and with what appears to be subdermal armor plating, they can whistand most infantry weapon short of a handheld railgun.

Mission accomplished

Loot : Alien Alloys, Alien Equipment (Reward reduced : Raging fires, crashes and looting appear to have lead to a loss of equipment, as XCOM was unable to properly secure due to severe losses)

Quote from: Bogey 32-33
Craft: 2 Small craft
Destination: Australia
Altitude : Boosting to orbit

We let these go. We don't know what they came for, or why, as there are no wounded or reports of alien attacks. Computer analysis of the austalian datasphere suggests a slightly lower than expected amount of anti-alien sentiment than normally seen after alien attacks.

Mission lost

Spoiler: Technology (click to show/hide)

Spoiler: PANIC METER (click to show/hide)

InterceptionPhase

Turn 8

AABBCCDD
[/quote]
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Happerry

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1102 on: June 13, 2018, 04:02:54 pm »

So think we should try to design a point defense system against their missiles, or a new base so we have more points to spend on armor and troops? Personally I think we should go for the point defense system, those missiles were nasty.
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Chiefwaffles

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1103 on: June 13, 2018, 04:08:50 pm »

Nono, let’s please not do a counter war. The goddamn ICAR Cannalan missile situation is already enough.
Improve Talon agility soon. Use our computer experience to do predictive dodging. Or something.

They have Mutons now, and are doing infiltration missions. We should really consider that.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Happerry

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1104 on: June 13, 2018, 04:23:21 pm »

My issue with better dodging is that from my read of the battle report, we did in fact dodge the missiles, and then they flipped around and just kept homing in on us until they hit anyway. And those missiles are being brutal to our aircraft, so we do need to do something about them. And it's not like 'better dodging' isn't a counter race of it's own given the natural response to that would be 'better engine missiles'. But yes, counter races are icky. I just don't really see a better option right now, because as is we hit them with everything we had and we barely won, and letting them get away with stuff because we have to concentrate everything to draw even with one of their missions is not a way to seek victory.

On the other hand, yah, inflitration missions are also something we have to be aware of, and maybe designing an intel sweep mission or something wouldn't be bad?

I'm not to worried about mutons, as they're still vulnerable to our current gun of choice, the handheld railguns. The plasma rifles they're toting are probably a bigger game changer, and that's why I'd want more points so we can give more then one team armor at once.
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Madman198237

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1105 on: June 13, 2018, 05:23:21 pm »

Maybe we should just do a full-blown hover-capable aircraft that carries a single anti-aircraft railgun into the combat zone, and downs UFOs from outside missile range.
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10ebbor10

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1106 on: June 13, 2018, 05:28:36 pm »

Quote
My issue with better dodging is that from my read of the battle report, we did in fact dodge the missiles, and then they flipped around and just kept homing in on us until they hit anyway. And those missiles are being brutal to our aircraft, so we do need to do something about them

Yup, this happened. One important thing to note is that it means that a small amount of time before they managed to shoot you.
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Blood_Librarian

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1107 on: June 13, 2018, 08:43:19 pm »

What would hte posibility of boarding a ship in orbit and then riding it back down be? Because these aliens are being chicken shit and I want to kick their asses faster.
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Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

Happerry

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1108 on: June 14, 2018, 01:25:41 pm »

Magnetic Anti-Missile System
The Magnetic Anti-Missile System is, in short, a medium machinegun caliber railgun turret designed to be mounted on either a Skyranger or one of the air to air interceptor designs X-Com maintains, whereupon it will automatically target any missile (or Floater like flying alien) deployed by a UFO and shoot it down before it impacts a friendly air vehicle. It successfully detects and targets said enemy projectiles with an advanced miniaturized sensor and computer system developed from reverse engineering alien machinery.

Quote from: Vote
Magnetic Anti-Missile System [Use an Alien Equipment Token] : (1) Happerry
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Madman198237

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Re: Vigilo Confido : XCOM Arms Race
« Reply #1109 on: June 14, 2018, 04:46:31 pm »

It should probably be made to be ~5mm, to maximize ammo carrying capacity and firing rate, and minimize power draw. A small railgun projectile packs quite a large punch, after all.
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