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Modding => Released Mods => The X-Com Files => Topic started by: zee_ra on July 29, 2022, 05:42:51 am

Title: Considerations for the THUNDERSTORM craft configuration options.
Post by: zee_ra on July 29, 2022, 05:42:51 am
Currently, the THUNDERSTORM craft is the only one that has these three properties:
These qualities make it an excellent candidate for a general-purpose interceptor craft, with (3) being a critical factor for a craft to be a general-purpose one.

At this time, the only armament available for a THUNDERSTORM is a 2x heavy missile.  Such armament enables the use of a THUNDERSTORM in the heavy interceptor role, whence a pair of THUNDERSTORM crafts armed with 2x heavy STORMLANCE missiles, could in general shoot down a heavy UFO that flies in a patrol pattern at a lower speed.

At this time, there exists no option to utilize THUNDERSTORM with 2x cannon weaponry.  The takedowns of most smaller vessels — and even of terror ships — are feasible with 2x GAUSS CANNON weapons.  The use of STORMLANCE missiles, that require irreplaceable Elerium-115 resource, is wasteful for such targets.

The only other craft with the closest capabilities to THUNDERSTORM, that satisfies (3), and also has the capacity to field 2x cannon weaponry is the RAVEN.  The RAVEN lacks in both speed an armor, thus making itself as less-than-viable option for any missions that require support with larger vessel takedowns.

The only other craft that has nearly enough speed to consistently intercept the fastest alien vessels, including the most powerful ones, is the TORMENTOR.  This craft is capable of carrying 2x heavy missiles, and 1x cannon weaponry.  A pair of TORMENTOR crafts launched either from different bases, or even the same base, and armed with STORMLANCE missiles, could conceivably take down a single battleship, and at the same time be able to disengage from battle when necessary.  In special cases, the TORMENTOR may serve as rapid interceptor for smaller targets.  However, it is not fit for a general purpose interceptor duties, even when only armed with a single cannon, since it does not satisfy (3).

All of these observations suggest that a niche for a reasonbly fast general purpose interceptor, satisfying (1), (2), and (3) exists.  Currently, THUNDERSTORM fits this niche, but with the limitation that only weapons available to it are missiles.  Given the particular efficiency of the latter cannon weaponry (particularly GAUS CANNON), it would be a waste to ignore the opportunity to use those on a fast general purpose interceptor.  The TORMENTOR already has slots for a cannon, so it could be argued that such weapon system is suitable for a fast-moving aircraft.

As one option, I would like to request that a version of THUNDERSTORM be added that supports 2x cannon weaponry, in place of 2x heavy missiles.  It could be called THUNDERSTORM-K, for instance.

Please allow me to offer the following additional considerations.  The GAUSS CANNON is much more efficient than an equivalent STINGRAY, since it has a higher damage per shot, which plays role when penetrating shielded targets.  Thus, a craft armed with GAUSS CANNON, or a missile with higher damage output, would be much more efficient than the one armed with STINGRAY.

Please note that there exists a missile with a damage output equivalent to a GAUSS CANNON.  This missile is PIKE.  If it was available in a heavy missile bay, with increased, it would be a good replacement for the capabilities of a GAUSS CANNON on a general purpose interceptor.

It could be argued, that the presence of cannons is not suitable on a THUNDERSTORM, due to considerations of its engine technology and maneuverability constraints, etc.  In such case, a good replacement for the GAUSS CANNON is appropriate.  For the sake of balance, the replacement should have the same damage potential as the full STINGRAY bay.  For the PIKE missiles to have the equivalent damage potential to 12 STINGRAY missiles, a magazine of 8 would suffice.

Thus, as another option, I would like to request that a version of PIKE launcher would be added that fits into the heavy missile bay, with a magazine increased to only 8 or 9, istead of doubling it to 12, as was done with STINGRAY.  Perhaps, a slight decrease in reload time could be considered for this case, though optionally.  This could be considered as a GAUSS CANNON replacement for vessels less suitable for offensive close engagements.

Both of these options are interesting, and are consistent with the lore, and are well-balanced.  I am also interested in a discussion of these possibilities.

Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: krautbernd on July 29, 2022, 12:40:15 pm
It could be argued, that the presence of cannons is not suitable on a THUNDERSTORM, due to considerations of its engine technology and maneuverability constraints, etc.
Let's be serious here, there are no such restrictions. The ability to carry only heavy missiles is specifically to prevent or at least disincentivize this craft from being used as a "universal" inteceptor, and I can understand why. If this prevents you from getting the best enjoyment out of the game simply add cannon slots to the craft.

As far as heavy missiles are concerned though I see no reason why other light missiles should not have a "heavy" variant akin to the stingray. They don't necessarily need to have double the ammuntion (balancing etc), but this would add to the usefulness (and utilarization by players).
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on July 29, 2022, 03:29:27 pm
Let's be serious here, there are no such restrictions.
Didn't Solarius talk about craft power system integration at some point?

Anyway, I imagine a 'plasma cannon pod' can go into a missile hardpoint as well as anything else. Maybe it'll have some accuracy issues that way, but it's not as if it's a one-shot weapon.

As far as heavy missiles are concerned though I see no reason why other light missiles should not have a "heavy" variant akin to the stingray.
Diluting weapon choice. If that's not a concern, I see no other reason, either.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Solarius Scorch on July 29, 2022, 03:34:57 pm
Missiles and cannons are quite different in how they are mounted, so I'm not sure it would make sense to give both to the Thunderstorm. A separate Thunderstorm variant, like you suggested, would be more sensible, but I'd rather make it a different plane altogether, with similar tech level.

Now, let me ask the big question: is there a fighter craft which seems redundant, or completely useless? If yes, I could rework it into a new fighter craft as suggested in the first post. If not, I'd need new graphics, which may not be as easy (depending if I can plunder something from Piratez or some other mod, or I have to draw it from scratch).
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on July 29, 2022, 03:49:51 pm
Missiles and cannons are quite different in how they are mounted, so I'm not sure it would make sense to give both to the Thunderstorm.
As said, you can give them a 'plasma cannon pod' with an integral power supply. Aircraft hardpoints can take a whole bunch of different equipment besides just missiles.

I'm not sure that's a good idea from a design POV, but you can totally justify it to 'make sense'.

I'd need new graphics, which may not be as easy...
There are a bunch of relatively good fits in Piratez: Hunter-Killer, Sabre, Predator, M-Wing. I'm using HK sprites for Ravens and M-Wings for Arrow myself.

As to useless crafts, MiGs seem pretty useless to me, but I suppose reusing those is not really workable.

Edit: There's also this, and I don't recall which mod I pilfered it from. I even have several pedia images for it.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: zee_ra on July 29, 2022, 05:52:42 pm
Now, let me ask the big question: is there a fighter craft which seems redundant, or completely useless? If yes, I could rework it into a new fighter craft as suggested in the first post. If not, I'd need new graphics, which may not be as easy (depending if I can plunder something from Piratez or some other mod, or I have to draw it from scratch).

I find the Elerium-powered crafts from original game, except for the AVENGER, to be completely redundant.  In fact, the only two crafts where the Elerium usage is justified at all are the AVENGER and TORMENTOR.  Everything else — all interception tasks, but the hardest ones — is more or less amenable to advanced human synthesis crafts.

However, I think it's justifiable to keep those crafts in game, if only as lore and logic continuity elements.  It's a rather boutique experience to build what has essentially been a research prototype for what appears to be a more advanced craft.

The same argument goes for the Zrbite-enabled crafts, though in this mod it appears to only be used with the IRONFIST craft, with no original TFTD crafts, like e.g. Leviathan, being available.  So, the point is moot on this one.

The fighter crafts in the following progression form a natural chain of advancement in capability:
Code: [Select]
MiG -> INTERCEPTOR -> RAVEN -> THUNDERSTORM -> TORMENTOR
I tend to skip the MiG and INTERCEPTOR, and use only RAVEN and THUNDERSTORM and TORMENTOR.  I find the need to actually use RAVEN late in the game, when THUNDERSTORM and TORMENTOR are available, to be the greatest disappointment with fighter designs.  I think it should be possible to make THUNDERSTORM usable for light crafts interceptions.

I never build DRAGONFLY, SKYRANGER, and SKYMARSHALL.  I find their lack of defensive capabilities to be a great disappointment.  In general, I have Kitsune as a general rapid response platform, and AVENGER for special rapid response missions.  One Kitsune and one or two AVENGERs is more than enough for the game.  There are in general four strike bases, with troops, the fourth having an IRONFIST.

A DRAGONFLY could be an interesting option for insertion into spy missions, but it needs to have a global reach.  Perhaps, an upgraded version of it should be considered.  The issue of what is appropriate for spy missions is an interesting one, and certainly worth a separate consideration.

I could imagine that slower playthroughs may be actually pressed to utilize Humvee, AH-6, as well as MiGs and INTERCEPTOR, or any subset of thereof.  I could imagine how certain playthroughs would end up dangling without the presence of these crafts.  So, their in-game presence is certainly justified.

Though I never use the MUDRANGER, since I do get access to OSPREY by the time I need to use a medium strike force (against a mansion at that point in game, usually), I think that its presence is justified likewise to that of Humvee, MiG, etc..

I absolutely love the DARKSTAR craft.  I think, that there should be a fully stealth troop transport available.  What about giving a special edge to IRONFIST, and making it invisible, and amenable for use in spy missions?  The AVENGER would be a troop transport strong with its weaponry whence it could fight off aggressive alien domination mission crafts attempting to intercept, while the IRONFIST would be the invisible one, a more insidious, oceanic, Cthulhu-like trait.

I think that SENTINEL is at best an intermediate prototype, in the same sense that Humvee might be as considered above.  I don't see how it would be ever built in a good playthrough : it's not good enough for its Elerium consumption costs (nowhere near the AVENGER and TORMENTOR), and THUNDERSTORM is actually better suited for whatever task that craft could be put on.  That is, THUNDERSTORM has enough of hull strength to withstand a couple of hits from the Battleship, and with a good pilot, it usually has enough time to shoot its full rockets magazine into the Battleship.

May I inquire, is there a particular reason why a TORMENTOR could not be faster than a battleship?  Is it conceivable for it to have speed of 6500?

The list of crafts deemed redundant is thereby:
Code: [Select]
DRAGONFLY
SKYRANGER
SKYMARSHALL
FIRESTORM
LIGHTNING
SENTINEL (??)

All in all, I think it would make more sense not so much eliminate any of the existing crafts, but to slightly adjust the current ones.

Missiles and cannons are quite different in how they are mounted, so I'm not sure it would make sense to give both to the Thunderstorm. A separate Thunderstorm variant, like you suggested, would be more sensible, but I'd rather make it a different plane altogether, with similar tech level.

The THUNDERSTORM looks like a one of the old strategic bomber projects, e.g. Valkyrie of USA or T-4 of USSR.  I think, it's only fitting that it by its nature would not be engaging into a more maneuverable combat that goes along with the application of a cannon.  There's a difference between performing an evasive maneuver against a distant missile or beam, and with dogfighting, and also with positioning a craft for a successful cannon utilization.  Shooting missiles specifically is much easier.  In fact, a craft design for such velocities might make the presence of external pylons undesirable, leaving only the internal bay as the mount point.

I think, there's a good argument for having THUNDERSTORM carry only missiles.  What I would like to see, is the ability to have a slightly stronger THUNDERSTORM platform for light interception.  Perhaps, I should experiment with dual STINGRAYs on THUNDERSTORM.  However, the fact that it cannot have PIKEs while it could have STINGRAYs seems a bit illogical.

I think that THUNDERSTORM fits very much perfectly into its tech level.  It's a craft that does not require Elerium, with limited speed, that is good enough to take on a Battleship, but only if supplied with top pilots, additional thrusters, and special missiles.

The presence of cannons on the TORMENTOR is justifiable by it being a maneuverable fighter craft.

All in all, I think it's more sensible to make stronger light rockets available for the THUNDERSTORM.  As noted before, the PIKE missiles are essentially a missile version of a GAUSS CANNON, and with effectively less power.  The presence of a cannon on TORMENTOR is justifiable by its advanced characteristics, which enable it to both have speed and cannon.  A counter-argument could be that at such speeds only beams are feasible, and the TORMENTOR needs to choose between laser and plasma.  The RAVEN would thus be the last aircraft to have cannons available.  A nice balance decision, reflecting the fact that speed has a cost.

There's no reason why there should be no universal workhorse aerial platform starting after the first third of the game.  Please note that the the rest of the crafts, particularly TORMENTOR, AVENGER, and IRONFIST, would have a very special niche role available to them, that THUNDERSTORM could have no hope of replacing.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: zee_ra on July 29, 2022, 06:13:30 pm
Let's be serious here, there are no such restrictions. The ability to carry only heavy missiles is specifically to prevent or at least disincentivize this craft from being used as a "universal" inteceptor, and I can understand why. If this prevents you from getting the best enjoyment out of the game simply add cannon slots to the craft.

As far as heavy missiles are concerned though I see no reason why other light missiles should not have a "heavy" variant akin to the stingray. They don't necessarily need to have double the ammuntion (balancing etc), but this would add to the usefulness (and utilarization by players).

You see, the great achievement of the THUNDERSTORM is its speed.  The speed is very important in interception.  It's also a craft that uses only generic fuel, and thus a candidate for a general-purpose interceptor.

Concerning your argument about missiles, please allow me to introduce the following objection.  Observe, that other missiles, like STINGRAY, and STORMLANCE, while being light, were made available for heavy mount points.

Please also note that the use of Avalanche on THUNDERSTORM platform is certainly not infeasible, but there are other optimum solutions possible, and there's no  reason for them to be artifically eliminated and/or interfered with.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: zee_ra on July 29, 2022, 06:21:12 pm
As said, you can give them a 'plasma cannon pod' with an integral power supply. Aircraft hardpoints can take a whole bunch of different equipment besides just missiles.

I'm not sure that's a good idea from a design POV, but you can totally justify it to 'make sense'.
There are a bunch of relatively good fits in Piratez: Hunter-Killer, Sabre, Predator, M-Wing. I'm using HK sprites for Ravens and M-Wings for Arrow myself.

As to useless crafts, MiGs seem pretty useless to me, but I suppose reusing those is not really workable.

Edit: There's also this, and I don't recall which mod I pilfered it from. I even have several pedia images for it.

The limitations on the available slots could make sense, since when hypersonic speeds are achieved, new physical effects come into consideration.  It's not inconceivable that weapons on hypersonic jets need to be stored inside inner compartments, and that kinetic cannons are not amenable to such settings.  It's both the greater opposite air speed affecting the projectile, and the issues of maneuverabiilty at such speeds (particularly concerning the THUNDERSTORM).

In general, after the tech level of THUNDERSTORM had been achieved, the greatest issue is how to take down the battleships, especially the aggressive ones.

It stands to argue, that truly hypersonic fighters could only hope to use beams, and cannons should be limited to the lower speed crafts, like RAVEN.  Such is the cost of speed.

Also, please consider the following perspective.  The presence of heavy missile pods is to enable certain capabilities that are not available for the lighter missiles.  Whether it be the missile size, or the missile number.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: zee_ra on July 29, 2022, 06:32:37 pm
Let me adjust my original suggestion to the following one.

Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on July 29, 2022, 06:57:16 pm
It's not inconceivable that weapons on hypersonic jets need to be stored inside inner compartments, and that kinetic cannons are not amenable to such settings.

It's both the greater opposite air speed affecting the projectile...
RL autocannons already can be carried internally, even if in many cases they aren't. F-35A has its GAU-12 within the fuselage, for example, while F-35B and Harriers carry theirs externally.

You also get a speed boost from the aircraft itself 'carrying' the bullets.

I do agree that autocannons firing bullets travelling at half the speed of the craft itself are kinda suspicious, and a fixed mount does no wonders for accuracy. That should apply for beam weapons as well, though.

Replace the cannon slot...
This represents the cost of fighting at the hypersonic velocities: the use of cannon simply becomes impractical at that point.
I disagree when it comes do hypervelocity cannons like Gauss/MD. These must already have that problem solved to even work. I suppose making the autocannons a separate weapon type and removing that would work better.

I never build DRAGONFLY, SKYRANGER, and SKYMARSHALL.  I find their lack of defensive capabilities to be a great disappointment.  In general, I have Kitsune as a general rapid response platform...
This is more of a problem of the Kitsune being available so early, not an issue with the Sky... craft.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: zee_ra on July 30, 2022, 06:05:58 am
This is more of a problem of the Kitsune being available so early, not an issue with the Sky... craft.

The SKYRANGER, SKYMARSHALL, and DRAGONFLY are too weak to be a main troop carrier.  In a sense, they're hardly different from OSPREY.  They are too easy to intercept by even a very basic enemy, which is a source of major disability.


You also get a speed boost from the aircraft itself 'carrying' the bullets.

That may be so in case of head-on course, but the situation is reverse for the intercept course.

The cannon confers additional relative speed to the projectiles, so we may assume the crafts to be stationary, if their speeds are matched.  When maneuvering comes into play, the situation becomes quite distinct, though.

I disagree when it comes do hypervelocity cannons like Gauss/MD. These must already have that problem solved to even work. I suppose making the autocannons a separate weapon type and removing that would work better.

This speed of beam propagation is still negligible compared to the speed of light, or a large fraction of thereof (even e.g. 10%).  Note that even in the case of plasma, the beam consists of particles contained by a gravitic field.

For all practical purposes, the beams are instantaneous.

RL autocannons already can be carried internally, even if in many cases they aren't. F-35A has its GAU-12 within the fuselage, for example, while F-35B and Harriers carry theirs externally.

You also get a speed boost from the aircraft itself 'carrying' the bullets.

I almost forgot, but it's something that might have been implemented since 70s in military fighters by the major powers.  Thank you for mentioning that.

That should apply for beam weapons as well, though.

Consider the description of a plasma beam.  It is mentioned that the beam is shaped with the aid of gravitic field.  Hence, the greater range.

Considering the laser, it's easier to shape the flow of photons inside the cannon than it is to e.g. orient a whole cannon (which would be necessary in case of a kinetic weapon, like gauss cannon).
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on July 30, 2022, 09:38:02 am
The SKYRANGER, SKYMARSHALL, and DRAGONFLY are too weak to be a main troop carrier.  ... They are too easy to intercept by even a very basic enemy, which is a source of major disability.
Yes, but barring the Kitsune, you won't have the luxury of getting a craft that has self-defence capability until way into the invasion. So this is again not a criticism of these craft in their own time and place, but a problem with the Kitsune invalidating that.

Escorting is also a feature, one explicitly meant for such a scenario.

When maneuvering comes into play, the situation becomes quite distinct, though.
You need an inertialess drive or similar (like a UFO ;D ) to be able to maneuver meaningfully at those speeds. BVR combat is a much bigger thing even today, anyway. This is one big criticism of any Xcomlike ever, there's a strange focus on WVR combat that hasn't existed in the real world since WW2.

There was a whole generation of US fighters that did away with autocannons because of that, and the reasons those came back had little to do with dogfighting.

This speed of beam propagation is still negligible compared to the speed of light, or a large fraction of thereof (even e.g. 10%).  Note that even in the case of plasma, the beam consists of particles contained by a gravitic field.

For all practical purposes, the beams are instantaneous.
What does all of this have to do with mass drivers? And it doesn't matter if projectiles aren't relativistic since the craft aren't, either.

Considering the laser, it's easier to shape the flow of photons inside the cannon than it is to e.g. orient a whole cannon...
Look at the craft weapon images. All of them are barrel-shaped, so still need orienting. None of them are balls that spit out beams in whatever direction the user fancies.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: krautbernd on July 30, 2022, 12:37:24 pm
Missiles and cannons are quite different in how they are mounted, so I'm not sure it would make sense to give both to the Thunderstorm.

@Solarius, OP offered an alternative - a heavy missile version of the PIKE, akin to the stingray. Why would'nt this be an option?
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Rag on August 04, 2022, 09:19:24 am
I personally loved DRAGONFLY and used it all the time once I had it available until getting SKYRANGER. It took me a few months after getting promotion 3 until I got Kitsune so I made good use of SKRANGER until then.

When it comes to "useless" craft, for me any interceptors before RAVEN never got any use. I tried using the freebie CF105-ARROW but it barely caught up with small UFO and even with savescumming only managed to shoot down 1 UFO with it before invasion. I then ignored making the other early game interceptors as I had no use for them. I skipped INTERCEPTOR and went right for RAVEN before finally making those in preperation for the invasion.

I had my RAVEN squad ready about a month before invasion then used those for most of the game until getting TORMENATOR, STARFIGHTER and FIRESTORM (preferring plasma beam over missiles myself) I am sure if I struggled on research I could have made do with INTERCEPTOR or maybe even MiG if unable to research RAVEN in time for invasion, but since I was able to rush to RAVEN I just ignored all previous interceptors until then.

As for armament, outside of wishing for plasma beam on everything as I just love me some plasma beam. I tended to use STINGRAY missiles the most either in light or heavy form. I tried using PIKE / STORMLANCE but felt they ran through my alloy / elerium supply too quickly while the STINGRAY was good enough to handle most small ships and the GAUSS CANNON handled most other stuff. Money was no longer an issue during the invasion so I would much prefer to waste it all on STINGRAY / GAUSS instead of eating into precious supplies.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Vakrug on August 04, 2022, 11:26:38 am
Very strange comment. How can you do any serious mission with DRAGONFLY if they are challenging enough even with OSPREY?
In my playthroughs I always get Kitsune far earlier then I research SKRANGER. It, of course depends on priorities, and I have no incentive to rush for SKRANGER when I have OSPREY.
But CF105-ARROW is not designed for fighting UFOs. It's main purpose is to spot cult mansions. Also it can catch syndicate's DRAGONFLYs while "Little Bird" cannot.
As for armament, pretty much everything can be shot down with Avalanche without taking a backfire. I with there were some benefits to use anything besides Avalanche, but I don't think there is.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on August 04, 2022, 01:38:34 pm
How can you do any serious mission with DRAGONFLY if they are challenging enough even with OSPREY?
Not all missions are that challenging, and you can have both Dragonfly and Osprey in service at the same time.

...I have no incentive to rush for SKRANGER when I have OSPREY.
Skyranger is moderately faster and significantly longer-ranged. Osprey cannot cover the whole globe. Even quite a few Ospreys struggle. Skyranger has that covered, and comes in a package with Skyraider for time-critical missions.

Of course, Kitsune kills such considerations stone dead.

As for armament, pretty much everything can be shot down with Avalanche without taking a backfire. I with there were some benefits to use anything besides Avalanche, but I don't think there is.
Battleships, Cruisers and hunter-killers say hello.

But in general, I agree, UFOs are a bit too toothless.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Solarius Scorch on August 04, 2022, 03:12:00 pm
Thanks for all the valuable input.

What I gathered is, summed as briefly as possible:
1. No craft is universally useless (opinions vary by people, including myself), so it'd have to be a completely new craft.
2. Kitsune may come too early.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: krautbernd on August 04, 2022, 07:25:23 pm
Thanks for all the valuable input.

What I gathered is, summed as briefly as possible:
1. No craft is universally useless (opinions vary by people, including myself), so it'd have to be a completely new craft.
2. Kitsune may come too early.
->
Quote
@Solarius, OP offered an alternative - a heavy missile version of the PIKE, akin to the stingray. Why wouldn't this be an option?

Still waiting for a comment on this one. We have a "heavy" version of the STINGRAY and of the STORMLANCE - why is the PIKE exempt from this?
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Solarius Scorch on August 04, 2022, 08:01:06 pm
Still waiting for a comment on this one. We have a "heavy" version of the STINGRAY and of the STORMLANCE - why is the PIKE exempt from this?

Right, sorry. It wasn't exactly on topic, so I skipped it in the summary.
I just never got around to do this, and nobody asked. I'll add it to my list.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Vakrug on August 05, 2022, 10:58:05 am
Osprey cannot cover the whole globe.
So what? By the time Osprey appears you should already have few bases with hangars around the world.
Battleships, Cruisers and hunter-killers say hello.
And how PIKE / STORMLANCE, STINGRAY and GAUSS CANNON we are talking about makes difference? Even plasma beams will not help in this situation.

1. No craft is universally useless (opinions vary by people, including myself), so it'd have to be a completely new craft.
Even SENTINEL and LIGHTNING? I haven't found any usage of this crafts in this thread.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on August 05, 2022, 12:25:52 pm
So what? By the time Osprey appears you should already have few bases with hangars around the world.
You must have at least 3 bases (and just as many strike teams, equipment, training, transformations, etc.) with Ospreys to even start getting global coverage. And an Osprey needs ~11+ hours to reach most of a hemisphere. A Dragonfly reaches about exactly half the world in ~10 hours. A Skyranger can get anywhere in ~8 hours. Each type means at least +1 craft needed for global coverage, and what if several missions pop up close to each other? Or you actually want to reach a terror site or a landed UFO before it takes off? Skyranger wins all these contests quite handily.

In short, you can either beat the game into submission with a fleet of Ospreys, or make life much easier for yourself with the Sky... craft.

And how PIKE / STORMLANCE, STINGRAY and GAUSS CANNON we are talking about makes difference? Even plasma beams will not help in this situation.
If you pay attention, I am not talking about those. I am merely responding to your claim that "pretty much everything can be shot down with Avalanche without taking a backfire." And once you are taking fire, Avalanche has such poor DPS and overall damage capacity per sortie that even Stingrays are better. Of course, you need an interceptor (or four) that's not made out of cardboard to field any of those against alien warships, but that's true for pretty much anything besides Fusion Balls and non-Battleships.

Even SENTINEL and LIGHTNING? I haven't found any usage of this crafts in this thread.
Sentinel I've never gotten to use. That one might indeed be a dud.

Lightning is a very convenient package of being an interceptor good enough to kill weak UFOs, an okay crew size for non-hardcore missions (like said UFOs, or a lot of the conspiracy stuff that's still happening) and a 'pop-and-drop' layout that's ideal for open field missions.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Solarius Scorch on August 05, 2022, 02:54:04 pm
A question about the planned heavy version of the Pike: what should it require (besides the Pike itself)? I don't want to give it exactly the same prerequisites, because then you'd only get one article automatically displayed, and that isn't elegant. Then again, I can't think of any prerequisites which wouldn't feel forced.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on August 05, 2022, 03:28:46 pm
"Heavy Pike Launcher"? :P Doesn't the same problem already exist for Stingray and Stormlance? I'd give all these topics a few dozen man-hours and call it a day.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: krautbernd on August 05, 2022, 04:34:50 pm
Yeah, I see no problem with this being in line with the other launchers. If anything it would be kind of strange if this was the only launcher that needed a separate research topic, something neither the stingray nor the stormlance variants require.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Vakrug on August 05, 2022, 08:58:59 pm
You must have at least 3 bases (and just as many strike teams, equipment, training, transformations, etc.) with Ospreys to even start getting global coverage.
Are you repeating the same error I made in my very first game in X-COM Files? No, you don't need several strike teams. You just transfer your OSPREY. It automatically gets transferred with all crew and items. You can even transfer crafts using their own engines for free.

Or you actually want to reach a terror site or a landed UFO before it takes off?
Are you talking about time when invasion stars? But Kitsune will appear far earlier then this date. I am talking about pre-invasion time.

Sentinel I've never gotten to use. That one might indeed be a dud.

Lightning is a very convenient package of being an interceptor good enough to kill weak UFOs, an okay crew size for non-hardcore missions (like said UFOs, or a lot of the conspiracy stuff that's still happening) and a 'pop-and-drop' layout that's ideal for open field missions.
The main problems with those crafts is that there is absolutely no reason for a craft to be both combat and troop carrier. With Sentinel there is a problem that there is no space mission doable with 8 agents. May be with the exception of last UAC mission where you can just grab a book and run before demons get you. And the biggest problem with Lightning is that after few days after you research it you will research Avenger, so why bother with Lighting? May be this 'pop-and-drop' layout is convenient, but more crew is generally better.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on August 05, 2022, 10:38:00 pm
You just transfer your OSPREY. It automatically gets transferred with all crew and items. You can even transfer crafts using their own engines for free.
Which is tedious (also setting up training all over again), takes enough time that critical missions (terrors and such) are usually not doable that way, you need enough bases and enough ammo and other consumables in all those bases. Plus whatever casualties you take (WIA, even if you savescum yourself out of KIA) need replacing and sick bay slots. And what if you get a bad sanity hit?

In case the mission is not near a base, you can be looking at a day or so before an Osprey gets there (up to ~15-16 hours transfer time plus up to ~11 hours flight time). I've had the Kitsune arrive at monster terror sites with an hour or two to spare.

One team plus backups works with the Kitsune. One Osprey means you'll miss at least some rather important missions unless the RNG gods favour you. It's also kind of gamey, and you might have seen that I like a certain amount of 'realism' in my X-Com.

Are you talking about time when invasion stars? But Kitsune will appear far earlier then this date. I am talking about pre-invasion time.
Monster terror sites, Blood Moons, some convoys and assassinations if you don't detect them fast enough, BL parties, Mansion defences, some story missions, the list goes on. And what do you do when several of them pop up in close succession?

Kitsune's timing is a problem, as said previously.

The main problems with those crafts is that there is absolutely no reason for a craft to be both combat and troop carrier.
First, a fighter-transporter is its own escort against hunter-killers. 

Second, convenience. You don't need a separate transport and you can do the mission right away. You don't even want a full crew for all missions. I've watched enough streamers move only a few soldiers per turn to know.

And the biggest problem with Lightning is that after few days after you research it you will research Avenger, so why bother with Lighting? May be this 'pop-and-drop' layout is convenient, but more crew is generally better.
Because a Lightning is more economical? You still want an Avenger, but once UFOs start popping up all over the place, it is no longer physically possible to do all landings/crash sites with just one craft. Or even two crafts. Flight, refueling, rearming and repair times won't allow it.

That's also more of a problem of the Avenger being too easy to get. Again.

Finally, have you actually tried the Lightning? The roof lifts are so damn convenient in the opening stages of a mission. There's a reason why Piratez craft with roof access are popular. Only the Ironfist has something similar, and that craft has its own problems.


Sentinel seems to me like an inferior Lightning, all told. If you need firepower, you want the Avenger anyway.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Vakrug on August 06, 2022, 11:06:06 am
I assume we play different games. I never had a problem to respond with one OSPREY with the exception of "Cyberweb/Syndicate robbing military base". I never had a problem with doing all landings/crash sites with just one craft (Kitsume, Iron Fist and Avenger).
But I will definitely try Lightning sometimes.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on August 06, 2022, 02:57:52 pm
I assume we play different games.
We actually do. Mine is somewhat modified, including changes to many craft. Although Osprey is still quite close to what it's in the base mod, only somewhat slower.

I never had a problem with doing all landings/crash sites with just one craft (Kitsume, Iron Fist and Avenger).
What do you do when 6-8 UFOs land during e.g. a base-creation mission? A single craft won't have time to go through even two of them before they take off again. Maybe you can get a second one with one of the endgame craft and a third-fourth with a second landing, but that's that.

When it happened to me in the first few months of the invasion, I already had the Kitsune, and still had to scramble half a dozen Skyrangers and Skyraiders to go along.

I have also come close to missing monster terror sites even with near global coverage with both Ospreys and Dragonflies (and my Dragonflies are close to identical to vanilla ones). I did manage to do all the 'site' missions while I had the Kitsune, but Kitsune is just too good.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Vakrug on August 07, 2022, 12:54:41 am
What do you do when 6-8 UFOs land during e.g. a base-creation mission? A single craft won't have time to go through even two of them before they take off again.
Depending on where on geosphere this event occurs and how simultaneously they land it may be possible to apprehend them all with single craft. Or just leave them alone, you cannot prevent base construction anyway, and it is not strictly required to get them all. And this event is quite rare. And who will be in additional crafts? Rookies?
but Kitsune is just too good.
Seriously, why Kitsune is in a game in the first place? Maybe I missed that discussion. I know Kiri-Kai organization (or something similar) is part of an official lore, but I don't remember about Kitsune. In either case lore alone is not a reason to introduce a craft that make obsolete every troop carrier until "Iron Fist" before they even gets researched.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on August 07, 2022, 10:42:25 am
Depending on where on geosphere this event occurs and how simultaneously they land it may be possible to apprehend them all with single craft.
Unless they land close by, it isn't. Base missions have 6 UFOs, most of which land for 2x4 hours, and the Battleship lands only once for five, so it's got to be the first or second target. Even the Avenger can fly to about a quarter of the globe (which I think is a reasonably average distance) 4-5 times in 8-10 hours, and then needs most of a day for refueling (and at least three hours for another mission if you launch it early, so the UFOs are most likely gone by then). Unless you want to waste time and fuel tailing them to get a leg up on the first mission, which is worse. And of course the aliens will choose to build their base nowhere near where the Avenger is currently stationed :P, so getting 4-5 out of 6 UFOs is not a guarantee.

The Ironfist has twice the flight time so can only do two missions, though it refuels much faster. Maybe three if the stars align.

The Kitsune goes the same distance in about five hours and can do it twice, so you get maybe two UFOs.

The aliens can also happen to schedule another mission at the same time, so that's another UFO or two somewhere entirely different.

So unless you use the Avenger, it's not even close.

Or just leave them alone, you cannot prevent base construction anyway, and it is not strictly required to get them all.
No, but I want to loot them all for cash, Elerium and score (I get paid by score 8) ).

And this event is quite rare.
About 10% per month once your're well into the second year of the invasion. Kinda rare, yes.

And who will be in additional crafts? Rookies?
The second and third strike team and/or their backups. You spread your missions around with multiple strike bases. Rookies with training and transformations are also kinda passable.

Seriously, why Kitsune is in a game in the first place?
AFAIK, it's something Solarius either made up or adapted from somewhere obscure. Why it comes when it does, well, he's kinda attached to it. :D



As an aside, I'd like more multi-UFO missions. I was a big fan of the UFO 'swarms' back in UFO:ET's Unimod/Bman's mod. Xenonauts also hits you with a bunch of them in close succession.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Solarius Scorch on August 07, 2022, 11:50:02 am
"Heavy Pike Launcher"? :P Doesn't the same problem already exist for Stingray and Stormlance? I'd give all these topics a few dozen man-hours and call it a day.

But it's not how the Stingray works. There are two projects, but the second one has cost 0, so is unlocked immediately.

If you guys think it's okay, then I'll stick with it and won't touch the older projects.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on August 07, 2022, 12:33:16 pm
That's why I suggested the 'Heavy Pike Launcher', which would also be a second project. All of these have the drawback of not displaying the second Ufopedia article, even those already in the game.

There are two easy solutions I see: either add some scientist-hours to all the 'Heavy' projects (I mean, someone still has to design the thing, or at least negotiate a contract). Or make a pop-up event where a staff member tells you about it. Since the latter opens the door to doing this all over, I suppose it's not a terribly good idea from a dev POV.

Or just leave them as they are. I don't think it's such a big deal since the game still reminds the player that they can now buy/manufacture both weapons, so the curious can go check out the Pedia and others can skip straight to acquisition.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: krautbernd on August 07, 2022, 06:56:47 pm
Or just leave them as they are. I don't think it's such a big deal since the game still reminds the player that they can now buy/manufacture both weapons, so the curious can go check out the Pedia and others can skip straight to acquisition.

But it's not how the Stingray works. There are two projects, but the second one has cost 0, so is unlocked immediately.

If you guys think it's okay, then I'll stick with it and won't touch the older projects.

Has anybody actually reported problems with how the existing heavy launchers are unlocked? Just asking.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Solarius Scorch on August 08, 2022, 10:29:06 am
For now I set it up the same as the earlier missiles. It can easily be changed by simply editing research costs.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: zee_ra on August 23, 2022, 07:42:44 am
Very strange comment. How can you do any serious mission with DRAGONFLY if they are challenging enough even with OSPREY?
In my playthroughs I always get Kitsune far earlier then I research SKRANGER. It, of course depends on priorities, and I have no incentive to rush for SKRANGER when I have OSPREY.
But CF105-ARROW is not designed for fighting UFOs. It's main purpose is to spot cult mansions. Also it can catch syndicate's DRAGONFLYs while "Little Bird" cannot.
As for armament, pretty much everything can be shot down with Avalanche without taking a backfire. I with there were some benefits to use anything besides Avalanche, but I don't think there is.

It's not entirely impossible to take on a cult mansion with 8 soldiers, armored with heavy tritanium suits.  The caveat is that the automated mortar almost becomes a requirement in such circumstances.  Even rocket launchers are just barely sufficient to consistently win on superhuman.  With 16 soldiers, armored in heavy tactical suits or basic tritanium vests, such missions are far easier, with only 4 common mortars being sufficient, and 2 high explosive, or even dynamic packages per each rifleman.

I think, OSPREY becomes virtually a requirement for most early missions that involve at least a cult base (not even a mansion) at the earlier tech level (i.e. no heavy tritanium suit and no automated mortars).  While the SKYRANGER and SKYMARSHALL could be skipped, and reasonably so, in favor of both Kitsune and Dropshit, the OSPREY appears to be an unskippable requirement for a completionist player (who completes all missions).
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: zee_ra on August 23, 2022, 07:47:24 am
For now I set it up the same as the earlier missiles. It can easily be changed by simply editing research costs.

I think, it would suffice to merely enable the use of cannons everywhere the beams and heavy missiles could be used.  Also, it would be nice to allow the use of beams everywhere the heavy missiles could be used.  Basically, 3 becomes [0, 1, 3], and 1 becomes [0, 1].  Allowing beams where cannons are available is not really necessary.

Considering the documentation, it might suffice to mention this substitution / compatibility in a general article.  Each specific craft article needs not mention this substitution, and could be understood as outlining a reference usage, which could be extended in a standard way, without being mentioned specifically.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: zee_ra on August 23, 2022, 07:52:31 am
A question about the planned heavy version of the Pike: what should it require (besides the Pike itself)? I don't want to give it exactly the same prerequisites, because then you'd only get one article automatically displayed, and that isn't elegant. Then again, I can't think of any prerequisites which wouldn't feel forced.

I tried to make an experimental version of Pike, that fits only in heavy launcher (type 3) slot, and has 4 seconds reload time on aggressive setting, with a magazine on 9.  All other parameters were the same.  It seemed like a good aerial MLRS sort of system.  The conclusion has been as follows.  While such configuration had been advantageous, in the end, it had not proven itself more efficient at large versus gauss cannon based configurations.  Indeed, four THUNDERSTORM crafts with good pilots, and extra accelerators, are sufficient to down even a battleship.  The use of Pike or Stromlance only adds more logistical and production burden.  In fact, with Stormlance, an issue of non-renewable resource utilization is added.

Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Solarius Scorch on August 23, 2022, 11:22:11 am
I think, it would suffice to merely enable the use of cannons everywhere the beams and heavy missiles could be used.

Um... Sorry, no.

I understand the extra hassle, but I think it'd stretch the engineering limits too much.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on August 23, 2022, 12:45:37 pm
As I've mentioned before, an aircraft weapon doesn't need to be integrated into the power systems. Modern fighter jets carry most of their weapons, even the autocannons and their ammo, in external and internal modular hardpoints. A 'plasma beam pod' with an integral Elerium power source would be pretty similar to the gun pods on Harriers and F-35 B/C. Might need an avionics update, but not a redesign of the aircraft.

Having a distinction between beam- and cannon-armed craft is kinda interesting from a gameplay POV, though. Gameplay trumps 'realism' and all that. I would actually kinda like if MiGs and perhaps Interceptors couldn't carry anything but autocannons (so no Gauss or Mass Drivers), either.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: krautbernd on August 23, 2022, 05:12:28 pm
Why not have a downrated/inferior version of the beam weapons for "terrestial" interceptors? I don't know how progression is balance wise of the top of my head, but giving the player at least some option to utilize more advanced technologies with older aircraft might be beneficial. I distinctly remember having access to weapons but no aircraft able to actually mount them.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Solarius Scorch on August 23, 2022, 05:22:02 pm
Why not have a downrated/inferior version of the beam weapons for "terrestial" interceptors? I don't know how progression is balance wise of the top of my head, but giving the player at least some option to utilize more advanced technologies with older aircraft might be beneficial. I distinctly remember having access to weapons but no aircraft able to actually mount them.

What would even be an inferior version of the laser cannon? Some kind of infrared beam?
Anyway, this idea feels kinda forced on me. I don't think there's a glaring hole for such a contraption.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: krautbernd on August 23, 2022, 05:40:36 pm
Without knowing what the "science"/lore behind the laser/beam weapons is and why they can't be mounted on "regular" aircraft? Probably just lower energy output i.e. less damage.

What exactely is the (in-game) reason X-COM can cram plasma beam weapons inside a standard tank chassis, but not inside aircraft?

You'd think that the latter would have higher priority, given that you have to shoot down UFOs in order to use tank-mounted plasma weapons on aliens. Why would X-Com design a weapon that can't be mounted on any of the aircraft they have access to? Sure, balancing, but is there an in-universe explanation? At that point X-Com doesn't even know if/when they will get access to better aircraft/technology, but they have no trouble mounting said weapons to existing HWPs. I can understand that "older" craft (MIG-31, ARROW) would have trouble retrofitting advanced weapoinry, but you'd think that X-Com would have taken this into account when they start to design their own alien-tech based crafts.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Solarius Scorch on August 23, 2022, 05:59:55 pm
Without knowing what the "science"/lore behind the laser/beam weapons is and why they can't be mounted on "regular" aircraft? Probably just lower energy output i.e. less damage.

I'd imagine it would be a more robust version of actual modern laser emitters (the ones with which they shoot down slow flying drones and presenting it as a huge engineering success).
And I can't say I know that much about how exactly laser weapons operate in X-Com. They just do, it's part of the setting, like the Force in Star Wars. I realise that they're kind of problematic as a sci-fi concept, but I'll leave solving this to those more qualified (and interested).

What exactely is the (in-game) reason X-COM can cram plasma beam weapons inside a standard tank chassis, but not inside aircraft?
You'd think that the latter would have higher priority, given that you have to shoot down UFOs in order to use tank-mounted plasma weapons on aliens. Why would X-Com design a weapon that can't be mounted on any of the aircraft they have access to? Sure, balancing, but is there an in-universe explanation? At that point X-Com doesn't even know if/when they will get access to better aircraft/technology, but they have no trouble mounting said weapons to existing HWPs. I can understand that "older" craft (MIG-31, ARROW) would have trouble retrofitting advanced weapoinry, but you'd think that X-Com would have taken this into account when they start to design their own alien-tech based crafts.

Same reason, really. And also balance.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: krautbernd on August 23, 2022, 06:08:38 pm
Same reason, really. And also balance.

What reasons then? I didn't list any, you didn't list any and lore doesn't give any explanation either.

Why can X-Com fit laser and plasma weaponry into an existing tank chassis but not inside an airframe, let alone one that has been specifically designed to incorporate alien technology?

And it's just kind of strange that you get the laser beam so early on, but the only craft that can actually mount it is an alien craft that crashed into lake Michigan and which X-Com found by chance and which just so happens to come with laser cannons that are compatible if not identical to the ones X-Com uses.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on August 23, 2022, 08:44:25 pm
I don't really have anything to support that in-game, but tank weapons could be somethinmg similar to today's unmanned turrets. These are basically self-contained weapons installed on top of a vehicle, containing ammo, ATGMs, fire control, comms, drones, etc.

Still doesn't make sense why aircraft can't use 'beam pods', which is a very similar concept. But, as I said, I kinda like the implications of this, including having to design and deploy new platforms for actually using your shiny Wunderwaffen.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: krautbernd on August 23, 2022, 10:35:49 pm
But, as I said, I kinda like the implications of this, including having to design and deploy new platforms for actually using your shiny Wunderwaffen.
Then why can't the interceptor - a craft specifically designed to engange UFOs and employing alien technology - use laser cannons? Why can't any of the other non-elerium fueled crafts apart from the one X-Com finds - by chance - in a lake, which already comes with said weapons? What exactely is the point of having the laser cannon at this position in the reasearch tree when it is pointless unless much later in the game?

Why not at least tie in laser cannon research with the starfighter (and/or the later beam-capable craft for redundancy) and have the player manufacture the cannon(s) to make use of the craft?
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on August 23, 2022, 10:57:18 pm
You make some valid points. A lack of early craft to use laser weapons with is an issue.

...interceptor - a craft specifically designed to engange UFOs and employing alien technology...
I suppose it's another case of Solarius having a rather specific interpretation of 'alien engineering' used by various conspiracies. I imagine it's not alien tech per se, it's more like 2096 tech base transported back into 1996.

Anyway, my headcanon has always been that the Interceptor is some variant of the F-22, and I'm just ignoring the implications. :D
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Solarius Scorch on August 24, 2022, 02:02:12 am
What reasons then? I didn't list any, you didn't list any and lore doesn't give any explanation either.

I did... Blah, blah, blah, canon did that, blah, blah, blah, I don't care it just works because X-Com engineers are brilliant and the scientists somewhat unhinged.

Why can X-Com fit laser and plasma weaponry into an existing tank chassis but not inside an airframe, let alone one that has been specifically designed to incorporate alien technology?

I don't know. Vanilla said so. Must be some in-universe reason. I am not dying to uncover it.

And it's just kind of strange that you get the laser beam so early on, but the only craft that can actually mount it is an alien craft that crashed into lake Michigan and which X-Com found by chance and which just so happens to come with laser cannons that are compatible if not identical to the ones X-Com uses.

Something something power systems something something energy source something something quantum.

I suppose it's another case of Solarius having a rather specific interpretation of 'alien engineering' used by various conspiracies. I imagine it's not alien tech per se, it's more like 2096 tech base transported back into 1996.

I didn't think that far, but yes, I'm sure some organisations have laser jets. :)

Anyway, my headcanon has always been that the Interceptor is some variant of the F-22, and I'm just ignoring the implications. :D

Well, it certainly came from somewhere!
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on August 24, 2022, 06:39:39 am
Something something power systems something something energy source something something quantum.
That's a lot of snark there. :P You might have just said "Yeah, I could have made a separate laser weapon that's only compatible with the Starfighter and otherwise works pretty much the same as the regular version. Would the mod be better for it, excluding shutting down one or two nitpickers?".

Then again, we do have half a dozen variants of 9mm pistol in the game. :P

Vanilla said so.
Vanilla was never very serious about it's lore. Gollop has always made games for people to play, not experience. Phoenix Point is a classic example of him dropping the ball on atmosphere (despite all the work that went into it) while providing okayish to pretty damn good gameplay.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: zee_ra on August 24, 2022, 07:22:44 am
Something something power systems something something energy source something something quantum.

I think, the idea with plasma cannon using elerium as ammunition is a sound one, and represents the basic notion of the power source being built-in into the beam cannons.  In fact, the munitions in the kinetic cannons also serve as a power source for those weapons.

In that vein, it makes sense to make such systems interchangeable in a craft.  After all, the cost of beam amounts to the cost of its munitions.

By the way, a similar system could be applied to shield systems.

This way, there's no argument about the dependence on a craft's power source.  Only considerations whether the mounts and liftoff capacity are sufficient to support weapons of given size remains.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: krautbernd on August 24, 2022, 01:58:51 pm
I don't know. Vanilla said so. Must be some in-universe reason. I am not dying to uncover it.
There is no tracked plasma HWP in vanilla and vanilla lets you fit beam weapons onto interceptors. "Vanilla said so" isn't an argument here Solarius.

You've asked me to give you details regarding a low-powered variant of the laser. I am asking you for the in-game reasons - if there are any - that X-Com can't mount those weapons onto crafts specifically desinged to counter UFOs. If you want me to give you details I am going to need details.

And, again, why is the only craft that can actually utilize the laser cannon at that point in the game a crashed spacefighter that X-Com pulled form the bottom of a lake? What is the motivation behind designing and building a craft weapon when you have no actual craft that can utilize it and the one craft you come accross by chance already happens to come with said laser cannons?

This is just a bit disjointed if you ask me. Why not link the discovery of said craft (or as a fallback other advanced craft that can acutally use this) and the research of said cannons?
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Solarius Scorch on August 24, 2022, 08:15:23 pm
That's a lot of snark there. :P You might have just said "Yeah, I could have made a separate laser weapon that's only compatible with the Starfighter and otherwise works pretty much the same as the regular version. Would the mod be better for it, excluding shutting down one or two nitpickers?".

But this isn't what I meant to say! What I wrote was exactly what my train of thoughts was. Can't a man just be non-ironically honest on the internet? :P

Then again, we do have half a dozen variants of 9mm pistol in the game. :P

Yeah, because it's handguns - objects often firmly nested in pop culture. They serve a purpose.
Then again, I don't exactly mind the idea of having an earlier laser weapon. I just don't really understand it yet.

Vanilla was never very serious about it's lore. Gollop has always made games for people to play, not experience. Phoenix Point is a classic example of him dropping the ball on atmosphere (despite all the work that went into it) while providing okayish to pretty damn good gameplay.

Well, if I something I consider outright stupid (like the Deep One/Gillman naming thig), then I change it. Otherwise I do not, because that's the point of sticking to standards.

There is no tracked plasma HWP in vanilla and vanilla lets you fit beam weapons onto interceptors. "Vanilla said so" isn't an argument here Solarius.

This is a strawman argument. By this logic, nothing that isn't in vanilla should ever be modded in. I encourage you to think about this a bit more, because I don't think we're on the same page here.

You've asked me to give you details regarding a low-powered variant of the laser. I am asking you for the in-game reasons - if there are any - that X-Com can't mount those weapons onto crafts specifically desinged to counter UFOs. If you want me to give you details I am going to need details.

Well, I don't see any gameplay reasons not to. I only see setting/logical reasons - I would need to understand better how these weapons work, what can be done with them, what are the implications on other elements of the setting, etc. It's easier to stick to vanilla and just call it defining features of this story.

And, again, why is the only craft that can actually utilize the laser cannon at that point in the game a crashed spacefighter that X-Com pulled form the bottom of a lake? What is the motivation behind designing and building a craft weapon when you have no actual craft that can utilize it and the one craft you come accross by chance already happens to come with said laser cannons?

TBH I'll probably move Kitsune further down the tech tree; it's a bit too comfortable.

This is just a bit disjointed if you ask me. Why not link the discovery of said craft (or as a fallback other advanced craft that can acutally use this) and the research of said cannons?

Maybe I should do that; it's one of several possibilities. Another would be to do just hardcode laser weapon on this craft, like with the Starfighter (it wasn't possible back when I made Kitsune).
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on August 24, 2022, 09:28:01 pm
Then again, I don't exactly mind the idea of having an earlier laser weapon. I just don't really understand it yet.
I don't think that's the problem here. We already have that. What we don't have is a craft to mount it on. Some sort of Thunderstorm analogue for beam weapons.

This is a strawman argument. By this logic, nothing that isn't in vanilla should ever be modded in. I encourage you to think about this a bit more, because I don't think we're on the same page here.
If there's a strawman here, it's yours. krautbernd's argument was: there's no reasoning given; Solarius says it's the same as vanilla but vanilla is different wrt mounting beam weapons onto tanks and (air)craft. If you change the end result, you need to either change the base assumptions as well, or at least elaborate why they remain the same while the end result is different. Which includes specifying what the assumptions actually are.

There is nothing about something being 'allowed' to be modded or not. It's all about pinning down what the actual modded situation is, because if the reasoning is 'vanilla' then can we have plasma beams on Interceptors back, please? /s

Kitsune
Er, Kitsune doesn't have lasers, does it?

Another would be to do just hardcode laser weapon on this craft, like with the Starfighter (it wasn't possible back when I made Kitsune).
Starfighter lasers are hardcoded? How? Is this some 2.6 thing?

Can't a man just be non-ironically honest on the internet?
Of course not! :P
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: zee_ra on August 25, 2022, 01:23:27 am

Then again, I don't exactly mind the idea of having an earlier laser weapon. I just don't really understand it yet.

The early laser weapons are somewhat redundant in terms of game experience.  In my play-through, I was able to supplement with trophy alien laser rifles and cannons when absolutely necessary (think fighting a sectopod or an MiB armored troopers), or desired (think using a laser rifle by a newbie, especially on a more challenging mission, like mansion or a hybrid embassy, or even cave alien bases).  In general, it is still possible to eschew the use of laser weapons until the advent of turbolasers, since an option to use BlackOps gear along with tritanium munitions, and the application of rocket launcher along with automated mortar, provide enough firepower to deal with all challenges that come at the time.  In general, it is not impossible to take on even an alien battleship with mortars, rockets, BlackOps miniguns and sniper rifles (all with Tt munitions).

On crafts, the laser weapons are useful, but they're more of an alternative to a tritanium cannon, until the gauss cannon becomes available.  With the advent of the gauss cannon, frankly, there's no need to have any other armament on a craft.  I experimented with making a Pike more powerful (by making a larger magazine and reducing a reload time on aggressive); a result was that despite that power, it's still more plausible to have dual gauss cannons with 1 accelerator on 4 Thundestrom crafts per base.  The 4 Thunderstorms with dual gauss plus accelerator plus top notch pilot are more than sufficient to down two battleships in a single sortie.  I actually did down four alien battleships at one point with such configuration, but I had to manage carefully which craft takes damage first in that situation.

All in all, the laser weaponry, until the turbo-lasers, really is much more of a very nice lore element than anything else.

Title: The use of mount points in the original game.
Post by: zee_ra on August 25, 2022, 01:29:02 am
As far as I recall, it had been possible to use any weapon in any mount point in vanilla.

I think that a better approach would be to in general allow to use as much weapon types in any given mount point as is reasonable.  In particular, some mount points may admit missiles, while others not.  In general, all mount points should admit beams and cannons.  Some mount points may admit only light missiles, but not the heavy ones.  However, all mount points that admin light missiles should also admit the heavy ones.

I think, such approach would be most consistent with both the spirit of the original, and also with the sanity and reasonble-ness considerations.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: krautbernd on August 25, 2022, 01:42:21 am
This is a strawman argument. By this logic, nothing that isn't in vanilla should ever be modded in. I encourage you to think about this a bit more, because I don't think we're on the same page here.

"Not on the same page" might be an understatement, because "but vanilla said so" is your argument, not mine, and you're straight-out ignoring the points I've brought up.

Let's recap, shall we? Just to make sure we're on the same page as to what the argument is:

Vanilla let's you put laser and plasma beams on all craft, has a tracked HWP with a laser cannon and a hovertank with a plasma cannon.

In XCF, we have tracked laser+plasma tanks, but no beam weapons that can be mounted on non-endgame craft.

My question was what your reasoning behind this is, apart from balancing, because it doesn't actually make sense. Why can X-COM fit plasma/laser cannons on a tracked HWP but not into aircarft, especially the ones they themselves designed?

Your answer to that was:

Same reason, really. And also balance.

Note: I gave no reasons, I pointed out the inconsistencies with this. Hence me restating said question, specifically:

a)
>Why can X-Com fit laser and plasma weaponry into an existing tank chassis but not inside an airframe, let alone one that has been specifically designed to incorporate alien technology?

Your answer:
I don't know. Vanilla said so. Must be some in-universe reason. I am not dying to uncover it.
No Solarius, vanilla has no tracked plasma variant, only XCF. Somehow "your" X-COM has no problem with fitting beam weapons to an existing tank chassis, but can't fit them to aircraft X-COM designed from scratch. Vanilla isn't something you can invoke as a defense here.

b)
>And it's just kind of strange that you get the laser beam so early on, but the only craft that can actually mount it is an alien craft that crashed into lake Michigan and which X-Com found by chance and which just so happens to come with laser cannons that are compatible if not identical to the ones X-Com uses.

Your answer:
Something something power systems something something energy source something something quantum.
No Solarius, the question was why X-COM would design a weapon that doesn't fit any craft that X-COM has access to or any hope of obtaining in the near future. The laser cannon can be researched relatively early in the game and just requires any interrogated alien. It only requires a standard lab. There is no "hunt the engineer" involved here. Why does X-COM design a craft laser cannon which is apparently also produced and sold by a third party when there are no craft that can actually use said weapon apart from that one alien craft that just so happens to have crashed into Lake Michigan which X-COM has no idea exists and which is not connected to the research topic in any way and already comes with two laser cannons free of charge?

It just kind of boggles my mind how you're under the impression that "Something something power systems something something energy source something something quantum" answers any of this. It doesn't, and to be honest it's kind of insulting.

I am not - as you're claiming - "using a straw man argument that implies that nothing that isn't vanilla should be modded in". I am pointing out that vanilla is consistent while XCF isn't. I don't need to invoke vanilla on any of the points I have brought up, they are inconsistent regardless of how things are "in vanilla".

Also:
Er, Kitsune doesn't have lasers, does it?
No, it doesn't. I have no idea how the Kitsune even factors into this or why Solarius brought it up. Reminder: The first "actual" craft that can use beam weapons is the Lightning, which is quite a bit further down the tech tree than the laser cannon.



Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: zee_ra on August 25, 2022, 01:55:43 am
I also find the earlier uses of a laser to be very plausible, while much less relevant later, due to advent of gauss cannon.

Now, Elerium could be a power source for a laser.  However, it might also be powered by an isotope reactor of some sort.  It's plausible that such technology would be allowed for very limited uses globally, while not commonly used in other settings.  The laser could be a fusion laser, and in that case Elerium fits nicely into the scientific justification for how it could operate.  Each shot is a chemical capsule with fusion fuel.  The nuclear fusion reaction is initiated by the Elerium.  A small quantity of the latter should suffice.  Maybe, 15 units only per cannon?

Alternatively, the fusion reaction could be initiated by the chemical lasers, and some radio frequency devices.  The chemical lasers at the NIF are more than sufficient to create a fusion reaction.

So, it certainly makes sense to have a laser beam design that does not require alien materials.  Its power source may be both fissible nuclear fuel and nuclear fusion fuel.  I suppose, the only extra addition that such justification calls for is for a special purchasable ammo for the laser cannon, which should be maybe 10 times or more expensive than that for a gauss cannon, per single shot.  Or maybe not, and it could cost the same, since the isotope fuel in general is not so expensive, and the same applies to common fusion fuel.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on August 26, 2022, 05:30:05 am
With the advent of the gauss cannon, frankly, there's no need to have any other armament on a craft.
I'm not entirely sure why the 'power systems' argument doesn't apply to Gauss and Mass Driver weapons, and these can be mounted on any craft that used to deploy autocannons.

Some mount points may admit only light missiles, but not the heavy ones.  However, all mount points that admin light missiles should also admit the heavy ones.
Er, that's a bit contradictory, isn't it? :P

In general, all mount points should admit beams and cannons.
I think that's going too far. IRL jet fighters can't mount any random weapon on any hardpoint. Some are too big or too cumbersome, and most don't work with the avionics without a considerable upgrade to the whole vehicle.

Now, Elerium could be a power source for a laser.
Elerium is the power source for Laser Cannons in XCF going by research requirements.

However, it might also be powered by an isotope reactor of some sort.
Any remotely realistic nuclear reactor is not going to fit on a fighter jet. And most non-realistic Earth-based stuff in XCF seems to operate on stolen alien tech.

The chemical lasers at the NIF are more than sufficient to create a fusion reaction.
NIF has gotten fusion ignition exactly once in 2021, and has been unable to replicate that.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Solarius Scorch on September 14, 2022, 10:24:23 am
Hi! I am still on holidays, but I browsed this thread quickly. There is so much confusion and conflicting ideas that I'm not willing to respond to them individually, I'll just note down that an earlish craft laser is desirable.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Juku121 on September 16, 2022, 10:42:24 am
More like early laser craft. The current laser is sorta-kinda early, but you can do nothing with it, and by the time you can it's obsolete.
Title: Re: Considerations for the THUNDERSTORM craft configuration options.
Post by: Solarius Scorch on September 18, 2022, 04:54:25 pm
More like early laser craft. The current laser is sorta-kinda early, but you can do nothing with it, and by the time you can it's obsolete.

Right, right. Sorry, it was a typo.