Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 43 44 [45] 46 47 ... 63

Author Topic: Ethereals : XCOM Arms Race  (Read 61325 times)

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #660 on: February 11, 2018, 06:14:33 pm »

Quote from: Localised Manufacturing
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.
Logged

TopHat

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #661 on: February 12, 2018, 12:31:31 pm »

Okay, some thoughts:
- 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.
- They still have a decisive advantage in the air, possibly having revised improvements for their aircraft railguns. I'd be willing to bet that they ditch missiles next turn and move solely to railgun craft armament, adding to this advantage. 3 VP worth of fighters on their side were able to defeat 5 VP of craft on ours. This is not a good sign.
- Ironically, our much-maligned self destruct would have worked perfectly on the Australia mission. We should probably consider using them more if we countinue to spread out our forces.

In the air I seriously doubt one or even two extra VP will make enough of a difference. The simple fact of the matter is that their fighters are, point for point, better than any of our aircraft. I think we would be better off trying one of the following:

- 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.
- Design a longer-ranged air-to-air weapon for our UFOs. That or revise range/accuracy improvements for our current plasma cannon.
- 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).
- Design cloaking. Unlikely to be very effective due to balance reasons, though.
- Focus on something else this turn instead, like ground combat or maybe a new mission.
Logged
I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #662 on: February 12, 2018, 12:45:11 pm »

- 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.

Quote
- 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.

Quote
- 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.
- Design a longer-ranged air-to-air weapon for our UFOs. That or revise range/accuracy improvements for our current plasma cannon.
Hmm. I suppose either of these would be good.

Yeah, a new weapon would be good. One capable of shooting down Skyrangers, cos as it stands no matter how well we do in the air, unless we get lucky (like this turn in Brazil) and take off before they arrive, XCOM can just drop in the troops anyway (like this turn in Australia). Like, we have to go through two gauntlets and win twice, or no rewards. Whereas XCOM only has to win once.
Logged
Long Live United Forenia!

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #663 on: February 12, 2018, 12:46:23 pm »

WE should design some sort of air-to-air missile, if you're wanting to improve our air game. Guns are massively inferior to a weapon that can be fired at a longer range and tracks the target. You'll note that until we got a semi-decent missile defence, most of our ships got creamed by missiles before they got a chance to shoot back. The few times they survived, they then won the ensuing brawl.

Quote from: Alien Anti-Air Missile
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,.
Logged

sprinkled chariot

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #664 on: February 12, 2018, 02:21:51 pm »

+ 1 to missiles, gotta show xcom, how missiles are really done.
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #665 on: February 13, 2018, 08:54:40 am »

Yeah, sure.

Quote from: Bote vox
Alien Anti-Air Missile: (3) Kashyyk, sprinkled chariot, NUKE9.13
Logged
Long Live United Forenia!

SamSpeeds

  • Bay Watcher
  • ah ah ah oooh yeah
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #666 on: February 13, 2018, 09:12:05 am »

Quote from: Boat Box
Alien Anti-Air Missile: (4) Kashyyk, sprinkled chariot, NUKE9.13, SamSpeeds

Alternate Ideas:

Magnetic Redirect Device

An internal terminal that can exert a powerful magnetic force at range against incoming projectiles. Given sufficient range, it can cause a missile to miss or a slug to strike far off target.

Point Defense Turrets

A miniscule, automated turret with a cutting edge AI targeting system that can register and accurately melt incoming projectiles with directed energy pulses, or increase the density of the Plasma Wave. Cheap enough to be equipped in numbers. Can be used in close range ship to ship combat.
Logged

Puppyguard

  • Bay Watcher
  • An avatar? What's that?
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #667 on: February 13, 2018, 03:46:24 pm »

Quote from: Oat Locks
Alien Anti-Air Missile: (5) Kashyyk, sprinkled chariot, NUKE9.13, SamSpeeds, Puppyguard.
Logged

TopHat

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #668 on: February 14, 2018, 01:42:50 pm »

r.e. light fighter revision: welp, looks like I misremembered that.

Missiles sound good, with luck they won't be expecting it and we'll get a round of air dominance. The only downside I can see is that it can't use the plasma wave.
Logged
I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #669 on: February 14, 2018, 01:59:56 pm »

I mean, there's a decent chance they decide to ditch missiles after this turn and just equip their Interceptors with nothing but railguns (in which case missiles of our own would trump them). Or design a new fighter, which could really screw us over.
Logged
Long Live United Forenia!

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #670 on: February 14, 2018, 02:51:23 pm »

Quote
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)

Closer to a small drone than a missile, the Alien Anti Air Missile is an effective anti air weapon. Equipped with it's own gravity based drive and a full AI core and powered by a potent Elerium cell, it far exceeds the capabilities of all humanities missile weaponry. With it's advanced flight algorithms and powerful warhead, it should be capable of destroying anything human currently in the air.

Unfortunately, all this comes at a price. The missile is not exactly compact, and certainly not cheap.

AAA missile battery : A missile launcher that replaces a normal plasma cannon. Each launcher contains 2 missiles. (Cost 1 EP).

Prepare to launch Invasion :

Your Australian informant, Tamsyn, has worrying news for you. His favorite niece has been kidnapped. Worse even, the kidnappers have not asked for money, but for an alien artifact (some useless debris from the battle) that Tamsyn's research division had acquired. Tamsyn's keeping it quiet for now, but the man appears to be rather worried for his relative's life.

Tamsyn has forwarded you a video from the kidnappers. They don't appear to be XCOM, and don't appear to have any advanced weaponry. Well, none shown, anyway. They demand a handover of the goods soon, taking place in an abandoned ore processing facility.

Spoiler: Equipment (click to show/hide)
Spoiler: PANIC METER (click to show/hide)

Invasion

Turn 7

Challenges : The Ethereals have decided to catalogue our enemies equipment. The side which manages to make the best description/analysis of a piece of enemy equipment may win a price.

AABBCCDD
« Last Edit: February 14, 2018, 03:36:52 pm by 10ebbor10 »
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #671 on: February 14, 2018, 03:26:25 pm »

Man. Forget about XCOM, EXALT (or whatever this relic-hunting faction is called) is clearly the real threat here. So far they've popped up in Japan, Egypt, Brazil, and Australia- either we've just gotten supremely unlucky, or their reach is global.
Anyway. What now? If we want to help out our Australian contact, I'd suggest we Recruit Collaborators there again, on the basis that further infiltration of the country might reveal or give hints as to the location of EXALT's Australian assets, which we can then next turn attack using a designed Assault Facility mission type. Unless someone else has a better idea?
Bearing in mind that we are probably going to get slaughtered on the ground no matter what we do, as we likely don't have enough missiles (4 at most) to shoot down all their Interceptors and still have some left over for their Skyrangers, unless they have a 100% kill rate.
Logged
Long Live United Forenia!

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #672 on: February 14, 2018, 03:32:27 pm »

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.

Edit: Though to be fair, the mission is a bit too vague. I'll add a bit more info.

Quote
unless they have a 100% kill rate.

A single hit of your AAA can destroy a Small Scout.
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #673 on: February 14, 2018, 03:36:27 pm »

Well, our missiles should be very effective by the sounds of it. Shame they cost so much. If be happy to trade a pair of scout drone squads for them though.

It's unfortunate that schrodinger's revision means we can't reduce their cost before using them on a mission.
Logged

BBBence1111

  • Bay Watcher
    • View Profile
Re: Ethereals : XCOM Arms Race
« Reply #674 on: February 14, 2018, 03:55:05 pm »

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 :( )
Logged
Proud Juraki/Cannalan/Kasgyr/Ertexite/Karikhitan/Nogranian/Aratam Engineer.
Pages: 1 ... 43 44 [45] 46 47 ... 63