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Messages - Sabin Stargem

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1
Suggestions / Re: Achievements
« on: July 02, 2013, 12:51:57 pm »
Maybe there could be an Achievement button for the current campaign.  Clicking on it, the player is shown a list of accomplishments, with completed ones hi-lighted.  If a player puts their cursor over where a achievement is, a popup shows the requirements for receiving that medal, and perhaps the benefits of having it.  When a player completes or fails a campaign, a .png and text file would be generated that notes a player's accomplishments for that campaign.


COMMANDER ACHIEVEMENTS

Have over [$] in funds.
Established the maximum number of bases and fully developed them at game completion.
Captured and interrogated all alien species.
Completed the ufopedia.
Get a perfect grade for a council report.
No nations backed out of the X-COM project.
Lost less than [X] number of soldiers during the campaign.
Fully staffed an Avenger with fully promoted soldiers.
Didn't lose anyone on the Cydonia mission.
Killed
  • amount of [species].

Didn't lose any civilians on a terror mission.

2
What would be an appropriate rate of cloning?  Don't want too many of these being reproduced, but too few would also not do any good...perhaps this would be good?

10 turns  ---> Beginner
8 turns    ---> Experienced
7 turns    ---> Veteran
6 turns    ---> Genius
5 turns    ---> Superhuman

3
In the description for the Celatid, there are two bits of information that implies this unit is not behaving properly:


Quote
This life-form has the mysterious natural ability to float through the air. It appears to detect human brain waves and will move towards a human target even if well hidden. Once a target is detected the Celatid lands and fires small globules of extremely corrosive venom. The creature has the ability to clone itself at an alarming rate. It accompanies the Muton race in its wanderings.

Quote
The core contains a small bio-mechanical device which appears to be a naturally evolved anti-gravity propulsion system. The sac of venom is the largest organ and there does not appear to be a separate brain structure. There is no discernible digestive or reproductive system. A small organ contains embryos which can grow rapidly into a new being.


According to the Ufopedia article, the Celatid only detects humans after turn 20 like all other aliens, and it doesn't clone itself in the field.  I think that giving it the ability to do both of these things would make it a stronger terror unit and more unique.

4
Offtopic / Re: General XCom balance
« on: May 25, 2013, 10:47:41 am »
Here are my thoughts on particle and sonic weapons.   As ever, take a handful of salt.   :P


PARTICLE WEAPONS
The gauss weapons in TFTD are particle weapons, which means that they accelerate particles to extreme speeds and launch them.  Particles don't have much mass but plenty of energy, so they would be a bit better than bullets for raw damage and push, and most likely would have EMP effects if there was anything left of the target.  Probably sucks up tremendous amounts of energy, and is fast enough to approach the speed of light (300,000km/s).   To put it bluntly:  way better than bullets, lasers, or plasma.  However, the power requirements are large enough that I don't expect to see a prototype particle weapon becoming available for at least four decades.   Lasers and plasma weapons are currently being tested, though the latter is extremely impractical because we would need better magnets and power source in order to make it small enough for use by vehicles and people.

As to the effectiveness of particle weapons underwater, I am guessing it wouldn't be good. 



SONIC WEAPONS
Sonic weapons on the other hand...I think their effectiveness is variable, according to what harmonics are used in relation to the target.  A human and a lobsterman are very different, in that the former is quite fleshy while the latter is largely comprised of a plated exterior.  Against humans, you can use a variety of settings to cause different effects - for example, distorting vision by shaking the eyeballs.  However, what works against one material might not be effective against another.  Bone, flesh, blood, metal, all have different properties. As such, in order to be effective against various aliens and their craft, it would be required to collect corpses and material samples in order to create "profiles" of ideal weapon settings for disabling or killing specific targets.

So instead of having a "kill" or "stun" setting, you would probably have to pair up one of these key words with the target that you are dealing with.  For example, "Stun etheral".  As you can probably guess, this makes a sonic weapon difficult to work with, because the operator would have to change settings according to what opponent is in front of them.  However, integrating some form of AI and automated recognition into the weapon would remove this flaw.

One of the useful properties of a sonic weapon is that they may operate as a sonar.  This can be very useful for identifying the location and possibly the species of enemy opposition.  Unfortunately, it is likely that if you can hear the enemy through this method, they are probably hearing you as well.  On land, sonar is likely to be much less effective, though terrestrial mammals like bats have demonstrated that it can be practical.  As before, the settings for a sonic weapon would have to differ depending on what terrain it is being used in - water and air are very different mediums.

Sonic weapons are likely to have issues in the field when it comes to durability, because a big part of their function is effectively to shake.  Ballistic weapons are built to withstand the heat and pressure that occurs when a bullet is fired - but a sonic weapon is likely to consist of delicate electronics, amplifiers, and other things that essentially makes sonic weapons into glass cannons.  A traditional gun can be made out of durable materials like steel, but the inherent need for complex devices to generate and regulate sound is pretty likely to make a sonic weapon difficult to maintain.  In order to resolve this issue, sonic weapons would use an ammunition system - whenever the ammo breaks, it is time to replace the cartridge.   These cartridges would have to be designed with safety in mind, paired with a guaranteed number of uses in order to ensure that soldiers switch the cartridges.   To not do this would increase the odds of a soldier trying to use a cartridge when it is broken, which is bad because it can misfire or simply fail.


+Variable effects, can be used to stun or kill enemies.
+Good range in underwater combat.
+Capable of making a "wide" or "narrow" shot.  The former is ideal against multiple enemies of the same type in front of the user.
+May disorient enemies.
=When fired, the weapon damage is largely effective against the primary target and its species.  Incorrect species only receive nominal damage.
=Can be used to detect and identify objects.  However, enemies will also become aware of the user of this weapon.
-Fragile, the ammo cartridges are likely to break on the field.  Ammo counter is unreliable, and a misfire or dud may result.
-Ineffective against unidentified enemies, as the weapon has to be calibrated for them.  Data collection via corpse autopsy and material samples is required.
-Poor range on land.


As to the most effective weapon in underwater combat, I think that some form of torpedo or blaster bombs would be ideal.  Water is simply a roadblock for most weapons, so the weapons would have to be tailored for that environment.  In addition to this, water can block light with relative ease, making it difficult for humans to see at deeper depths.  Some combination of sonar, infrared, mapping, and beacons would be necessary in order to navigate seabed battlefields.


5
Offtopic / Re: General XCom balance
« on: May 24, 2013, 10:35:11 am »
Concerning the long-term effectiveness of bullets in atmospheric conditions or the battlefield, they should still have some use in my opinion.  Current kinetic weapons like bullets are very slow when compared to lasers, and probably don't compare favorably to plasma.   In order to overcome the hurdle of speed, using magnets to spin and propel the bullets would be required in order to achieve speed equal or greater to that of plasma.

As to why you would want bullets over lasers or plasma, it comes down to that they deal damage in different ways.  Plasma and lasers are a method of delivering a tremendous amount of heat, with plasma being liquid fire that is effectively a 'burst', opposed to the laser which is more about focusing and sustaining the heat.  This lacks the physical "punch" of a kinetic weapon like a bullet, which has mass - you can knock things around, including the delicate insides of whatever is hit, be it UFOs or aliens.   In addition to this, bullets can carry a payload, such as HEAT rounds or electric rubber bullets, which means that you can switch ammunition for the right kind of target.  While it might be possible to change the qualities of laser and plasma weapons (such as shaping the plasma bubbles to penetrate targets), these options are likely to be limited when compared to kinetic weapons.

Here is my (un)scientific analysis of the three weapons:


KINETICS
+Can possess significant weight behind each strike, destroying delicate internals of targets.
+Payload can be modified to suit the situation by switching ammunition.
+Well understood and can be easily mass produced.
+Likely to penetrate forcefields.
=Modest performance underwater.
-Ammunition is likely to be heavier than that of laser and plasma weapons.
-Can run out of ammunition in the field and has to be replenished by external suppliers.
-Slow when compared to plasma and laser weaponry.


LASERS
+Accurate, as lasers travel at the speed of light.  Ideal for sniping.
+Effectively infinite range, provided that there is no obstacles.
+Due to relying on batteries, these may be rechargable in the field via solar energy.  Can switch batteries if energy is required immediately.
+Can use light spectrum that is not visible to humans or aliens, making it ideal for concealed firing.  Infrared technology counters this easily, however.
=Deals relatively light damage.  However, sustained fire is easily accomplished, which adds up quickly.
-No kinetic impact.
-Ineffective when passing through dust, smoke, or water, due to the focused light being scattered, reducing range and power tremendously.


PLASMA
+Deals significant damage with each strike, as it conveys far more heat than a laser would.  Likely to destroy any part of the target that the blast reaches.
+Likely to have a broader range of properties than lasers, allowing for various effects such as EMP or kinetic impacts.  (Though the latter is limited compared to bullets.)
=Slower speed and rate of fire when compared to laser.  Possibly much faster than bullets, due to eschewing heavy materials and magnetically shaped bubbles for improved range.
-Area of effect is probably limited with each strike, requiring careful aim or multiple strikes to cripple or destroy the enemy.
-Short range, due to magnetic "bubble" deteriorating over time.  This is also likely to reduce the power of the strike as the energy in the bubble bleeds away.
-Unlikely to work underwater, and plasma bullets can be disrupted before reaching the target - the magnetized bubble is too delicate to sustain outside pressures, in my opinion.

6
Suggestions / Re: Different colors of ufo marks on geospace
« on: May 17, 2013, 10:37:12 am »
I would like to see UFO icons to come in different sizes, color-coded according to what race is aboard.  (Provided the Hyperwave Detector is in play)   This would help pass information on to the player easily, and give visual variety.

7
Offtopic / The Bunny (Speculation)
« on: May 14, 2013, 03:55:24 am »
There are many foes that never made it into X-COM:  Venusian Manstalkers, the Minotaur, and the most deadly of them all - the Blaster Bunny*.

They are soft.  Fluffy.  Slow.  Weak.  But this is because they possess two qualities that set them apart from other foes in the field.  The first is that all Blaster Bunnies have blood that has explosive properties if heated beyond a certain point, resulting in a massive explosion that can demolish an entire house.  Fortunately, stun batons and grenades can knock them out without causing an explosion, but care should be taken to not harm the bunny afterwards to prevent demolitions.  The second ability of an mature Blaster Bunny is the laying of eggs, which when given sufficient time will result in a small litter of bunnies.    Like their parents, baby Blaster Bunnies can explode.  Unlike their parents, they lack the restraint to not do so, and have a tendency to make a suicidal charge towards potential victims.  If they should reach an unfortunate soul, they will detonate with force equivalent to that of an grenade.

Adult Blaster Bunnies lack the hostile tendencies that their children have, avoiding X-COM soldiers and other threats whenever possible.  This is because they constantly lay eggs, once per turn.  This egg is often left in obscure parts of the area, so that the egg can have sufficient time to hatch after about three turns.  Once the egg hatches, a baby bunny is born.   However, shooting an egg would destroy it, with an accompanying explosion.  X-COM operatives are advised to destroy eggs whenever possible and to eliminate mature Blaster Bunnies, as their progeny are very fast and can become numerous.


*Also known as the Energizer Bunny, but the officials at X-COM have instructed sergeants to train their troops to not use this name.  X-COM simply can't afford the lawsuit and financial damages that would result.


Blaster Bunny Lore
It is believed that the Blaster Bunny is in fact the inspiration for the Blaster Bomb, as the device contains materials that seem to be based upon that of the Blaster Bunny.   Alien interrogation has revealed that the Blaster Bunny is an herbivore that warded off predators by developing explosive properties.  In addition to this, the Blaster Bunny's progeny would occupy locations that offer food and resources, effectively securing a monopoly.



Based on the art shown by Julian Gollop.

8
Open Feedback / Re: Post 1.0 - A free art and data set?
« on: May 14, 2013, 03:01:29 am »
I think that it should be a six-step approach:

1 - Support vanilla UFO
2 - Support vanilla TFTD
3 - Create the option to merge the vanilla campaigns together.
4 - Implement options for custom content and begin adding materials that reflect content that didn't make it into UFO/TFTD.  (For example, the Bunny.)
5 - Create a freeware set of art assets, music, and UFOpedia entries to replace the vanilla assets.  These assets come with OpenXcom by default.

6 - Make an spiritual successor to X-COM, using the OpenXcom engine and freeware assets.  (Optional)

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