aliens

Author Topic: New Ufopaedia entries  (Read 23376 times)

Offline mercy

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New Ufopaedia entries
« on: June 25, 2013, 05:49:27 pm »
Shotgun:

Army issue combat shotgun with a magazine tube holding five 70 mm shells. Effective at close range.
Ammo types:
12 gauge: standard
DumDum: shell contains 6 armour-buster bullets that explode 0.5 seconds after penetrating the target.
(Dumdum shells are SUPER EXPENSIVE!!!! Price recommendation: $1500 - $3000 per cartridge)
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Flamethrower:

Superpressure incinerator gun firing a stream of nitro-enhanced fuel igniting on impact. Effective at close range.
   

Ammo types:
Gasoline-nitrogen mix: standard.  (cheap, slow burn, medium damage)
White phosphorus napalm: Inextinguishable Acidic Flame.  Burns through anything, but armour. Inextinguishable, super fast burn rate, high damage! (This type of ammo is SUPER EXPENSIVE!!!! Price recommendation: $3500 - $6000)

(Note: A  Flamethrower is a very heavy and extremely flammable equipment! Upon direct hit there is a 90% chance that the soldiers weapon explodes = High Explosive Kamikaze)
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LMG
:


Belt-fed light machine gun with advanced optical tracking scope firing 5.56mm NATO rounds. The
ammo pouch can hold a maximum of 150 shells. 

(Note: Has higher effective range than the Xcom Rifle: 1000m. 
Ammo types:
Armour Piercing:  standard
Chemical Shrapnel:  Poison laced fragmentation bullets have a chance to stun aliens. 
Bullets laced with nerve-toxin extracted from Chryssalid glands, requires researching a Chryssalid corpse.

References for the look of LMG:
https://www.defensereview.com/wp-content/uploads/2010/09/KAC_Stoner_LMG_5.56mm_Lightweight_Light_Machine_Gun_4.jpg
https://farm6.staticflickr.com/5173/5449376452_0939e3b18e_z.jpg
https://www.defensereview.com/wp-content/uploads/2010/10/Valkyrie_Armament_Belt_Fed_AR_Conversion_Upper_Receiver_2_large.jpg
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Flashbang:
    Xcom enhanced

Targeting the aliens visible spectrum of light these grenades explode in a blinding flash of intense ultraviolet and generate deafening ultrasound noise audible by extraterrestrials making them disoriented for a turn or two.
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Sectopod Construction: (research topic)

A Sectopod consists of three main components: a dual plasma beam accelerator, a walking powered armor and a cybernetic sensor array for remote control. Once we understand how to connect our power suit technology to the sectopods ultra-compact elerium reactor and assemble a control mechanism using knowledge gained from cyberdisc autopsy, we will be able to replicate alien design and build these heavy weapons platforms for our purposes on the battlefield.

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Sectopod Heavy Assault Cyborg:

Cybernetic assault weapons platforms with twin plasma beam cannons are designed to complement and boost the battlefield effectiveness of any XCom squad. The walking armored frame is ideal for open terrain fire fights and for close-quarters combat. Its ultra-compact Elerium reactor uses more fuel cells than our traditional HWP models. 

..................


Cloning Facility:

Up to 50 medical scientists can work in a cloning facility.  After close inspection of captured celatid specimens and extensive experiments carried out on live alien tissue we finally understand their incredible cloning abilities. We are able to rapidly clone new  soldiers to effectively replace dead units. Making clones costs less than hiring new soldiers. Human clones however have a tendency to malfunction and only 80% produced are fit for the battlefield.
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Medical Facility:

Each medical facility can receive up to 10 injured soldiers. Healing is accelerated due to XComs patented Rapid Tissue Rebuild technology. Mental Traumas suffered due to psionic attacks are effectively handled with Regenerative Hypnosis. Cured patients are released automatically.
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Training Facility:


Up to 25 soldiers can occupy a training facility. High-intensity training improves strength and increases energy. Applicants also attend simulated courses on tactical urban warfare. Additional reaction to ambush, martial arts, breach, perimeter and sniper training exercises are carried out.   
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Laser Sniper Rifle:

Using augmented lensing arrays the laser sniper rifle can achieve greater accuracy at longer ranges. However, rare materials are required to focus a high-powered laser pulse. Producing these weapons became extremely expensive. 
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Plasma LMG:


LMGs have the highest rate of fire among plasma weapons. In order to keep the weapon lightweight we filled the 5.56mm cartridges with ionized gas crystals supercooled below absolute zero. After firing they become superheated jets and upon impact cause uncontrolled chain reactions setting off a series of miniature fusion explosions exponentially increasing damage with additional hits.
 
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Disruptor Pistol:

The Disruptor Beam is generated by a gravity wave compressor inside an inter-dimensional chamber dragging superdense neutrons from an alternate universe and force-pressing them into a focused ray, which travels a little over the speed of light. Such a beam is faster than conventional laser weapons and depending on the strength of compression can have ten times the destructive power. The small Disruptor Pistol is the prototype of this reverse-engineered alien technology.
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Disruptor Rifle:

Using alloy reinforced composite materials we succeeded to increase the stability of the generated disruptor beam resulting in a more powerful and accurate version of the earlier pistol design.
 
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Disruptor LMG:

The rapid fire rate of the LMG would quickly overload its beam compression chamber. To bypass this limitation, we installed a phased induction ring that for microseconds displaces the coalescing disruptor beam into a temporary dimension. This results in rapid bursts firing, which can be maintained indefinitely, since disruptor weapons do not need reloading.
 
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Disruptor Cannon (craft/hwp):


The disruptor cannon is the ultimate version of the alien's beam design. Does not draw power from the craft or HWP since it uses its own self-perpetuating energy source. We had plenty of space to achieve the highest ray-compression possible resulting in maximum disruptor beam power! This weapon can easily pierce the hull of the battleship class alien craft.

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Gauss Rifle:

Powered by a twin particle accelerator the Gauss Rifle shoots deadly streams of anti-protons ripping through anything that isn’t protected by heavy armor. High-Capacity Ammo for this weapon is made by supercharging atoms in a Magnetic Blast-Collider, creating anti-protons, then trapping them in enriched zirconium cartridges. The medium powered Gauss Rifle is fast, light-weight, has high-ammo capacity and is well loved by our troops.

..................

Flak Cannon:

The Flak Cannon fires a salvo of heavy shrapnel at hypersonic speeds generating dual shock layers on impact, blasting targets with additional kinetic damage. The Flak Cannon is ideal for shredding heavily armoured alien units at close range. Manufacturing ammunition for this weapon requires alien-alloys.
Ammo types:
Armour Piercing:  Heavy Burst
High Explosive: Fragmentation Grenade

Reference picture for pixel graphics:
https://images2.wikia.nocookie.net/__cb20100705200031/unreal/en/images/9/94/Flak_cannon.jpg
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Rail Gun:


Using Blast-charge Batteries as a power source the railgun is an electromagnetic precision launcher firing kinetic energy rounds or explosive shells at long range. The rounds travel at hypervelocity speeds giving this weapon a devastating power. No auto-fire mode is available.

Ammo types:
Kinetic energy AP rounds
High explosive shells

Reference pictures for creating graphics:
https://media.moddb.com/images/mods/1/11/10527/ula-rid.jpg
https://images3.wikia.nocookie.net/__cb20090614163954/metalgear/images/7/75/Railgun.jpg
https://i1.ytimg.com/vi/WTa0KhV_7Js/hqdefault.jpg
https://halofanforlife.com/wp-content/uploads/Rail-Gun-concept-Sparth.jpg
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Rail Cannon (craft/hwp):

Utilizing the formidable reactor power on aircrafts and Heavy Weapon Platforms we significantly increased the length of the Superconducting Twin Barrels. The Rail Cannon fires kinetic energy missiles with deadly precision. On impact these projectiles also generate a moderate EM-blast that rips through the hull of alien ships and may temporarily disable their instruments so we have better chance to recover useful UFO parts.
Ammo type:
Hypervelocity Kinetic Missile.

Reference pictures for creating graphics (craft/hwp):
https://firstpersonshooters.net/Games/Shattered%20Horizon/images/weapons/Firepower/railgun.jpg
https://tfwiki.net/mediawiki/images2/b/b9/ROTF_rail_gun.jpg
https://www.rollachan.org/w/src/129019045391.jpg
https://media.moddb.com/images/mods/1/10/9162/img7.jpg
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« Last Edit: July 02, 2013, 11:22:38 pm by mercy »

Volutar

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Re: New Ufopaedia entries
« Reply #1 on: June 25, 2013, 06:27:06 pm »
Perfect look with bright skin. Yellow on white :)

Offline Chiko

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Re: New Ufopaedia entries
« Reply #2 on: June 25, 2013, 08:44:48 pm »
Eh... the sectopod entry reminds me of a suggestion I made a long time ago. It had these pics in it:



https://i200.photobucket.com/albums/aa145/ChikoEduardo/X-Com/X-ComStuff/LolRobots.png

Offline moriarty

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Re: New Ufopaedia entries
« Reply #3 on: June 26, 2013, 12:05:53 am »
I think Warboy is going for precisely that. Did you read his post (https://openxcom.org/forum/index.php/topic,731.msg12109.html#msg12109)?

the great thing is: everything he does will probably leak into vanilla OX as optional stuff :D :D :D :D

Offline Warboy1982

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Re: New Ufopaedia entries
« Reply #4 on: June 26, 2013, 04:40:42 am »
awesome, simply awesome.

thanks for taking the time to do this mercy, much appreciated.

chiko: you mean this?
https://openxcom.org/forum/index.php/topic,374.0.html

as you may recall i actually had this working ;)

the great thing is: everything he does will probably leak into vanilla OX as optional stuff :D :D :D :D

i wouldn't count on that. the flamethrower, flashbang and the shotgun were built using a lot of horrible code hacks, and don't really have a place in the existing code. same for the extra facilities.

sectopod construction should be easily achievable with a ruleset at this point.

Offline Chiko

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Re: New Ufopaedia entries
« Reply #5 on: June 27, 2013, 02:12:23 am »
Yup, that thread. I still think it's an awesome idea, at least for a mod. :3

Offline phobos2077

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Re: New Ufopaedia entries
« Reply #6 on: June 29, 2013, 08:41:56 am »
Just modded-in Laser Sniper Rifle in my game. Really looking forward to research it and replace conventional sniper rifle. Thanks for the ufopedia text  ;D

Offline wsmithjr

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Re: New Ufopaedia entries
« Reply #7 on: June 30, 2013, 01:13:56 am »
Just modded-in Laser Sniper Rifle in my game. Really looking forward to research it and replace conventional sniper rifle. Thanks for the ufopedia text  ;D

Do you have a mod for that you're willing to post?  Would be interested in that as well.    IMO, the "sniper" weapons are particularly necessary when you've enabled the advanced option for range-based accuracy ... I miss being able to shoot across the entire map accurately. :)  Anybody working on a plasma sniper version?  Love the one in new XCom.

Offline phobos2077

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Re: New Ufopaedia entries
« Reply #8 on: June 30, 2013, 07:24:16 am »
Do you have a mod for that you're willing to post?  Would be interested in that as well.    IMO, the "sniper" weapons are particularly necessary when you've enabled the advanced option for range-based accuracy ... I miss being able to shoot across the entire map accurately. :)  Anybody working on a plasma sniper version?  Love the one in new XCom.
I just re-used existing assets from Sniper rifle mod and vanilla game. It looks like generic sniper rifle and sounds like heavy plasma. Just written yaml for research/manufacture and use =)

Volutar

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Re: New Ufopaedia entries
« Reply #9 on: July 02, 2013, 03:29:13 pm »
Bright forum skin makes post#1 looking like this:

[better not use bright colors in a text]

Offline mercy

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Re: New Ufopaedia entries
« Reply #10 on: July 02, 2013, 04:22:52 pm »
All entries done!   

Color removed! :(    How do you set the bright color on this forum?

Offline michal

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Re: New Ufopaedia entries
« Reply #11 on: July 02, 2013, 06:14:22 pm »
In your profile, in Look and Layout section you can change forum theme. I'm also using white theme.