aliens

Author Topic: The Foundry and some projects  (Read 6262 times)

Offline KiethSomataw99

  • Captain
  • ***
  • Posts: 63
    • View Profile
The Foundry and some projects
« on: August 02, 2013, 09:43:11 pm »
I thought of a new base structure, the foundry, a structure that uses both scientists and engineers to upgrade and improve various things. The Foundry requires and equal number of scientist and engineers, up to 50 of each. Various projects may require money (all), alien alloys, elerium, alien corpses, UFO Power Sources and Navigations, and others. 1% of the required materials is deducted for every 1% completion while other resources are deducted at percentage intervals. The foundry requires research of Experimental Warfare, a new tech available at the beginning.

Some of the foundry projects incluede:
Improved Coveralls: increases armor of coveralls (no armor) to F20/S15/B10/U10, leaving soldiers slightly less vulnerable in the field. A cheap and early upgrade.
Rapid Recovery: Soldier wound recovery times are halved due to improved medical tools and methods.
Chinitin Plating: requiring Chrssalid Corpses, this changes damage modifier from melee attacks to 1.1 for coveralls, .9 for personal armor, and .8 for power suit and flying suit and tank. This also causes Chryssalid attacks to ignore 80% of the armor instead of full for soldiers and tanks.
Advanced Craft Hybrid Fueling: this causes the Firestorm, the Lightning, and Avenger to use 50% less elerium for fueling without changing fuel range or refuel time. The other 50% is earth fuel.
Scanner Friend/Foe Recognition: motion scanners now represent soldier and tank movement as blue dots instead of yellow.
Improved Power Generators: this reduces facility maintenance by 10%, as generators are made more efficient so less of them are needed to provide the same amount of power.
Improved Psionic Training: increases rate soldiers improve their Psi Skill at a psi lab by 25%.
Improved Engineering: Every 5 engineers at a workshop contributes 6 engineer hours to the project, reducing time need to manufacture items. This does not affect space needed to produce the item.
Improved Research: Every 5 Scientists at a laboratory contributes 6 scientist hours to the project, speeding up research significantly.
Rifle Scopes: Increases Accuracy of Aimed Shot for Rifle, Laser Rifle, and Plasma Rifle by 10%.
Improved Stun Rods: The stun rod has a 25% increase in effectiveness.
HWP Anti-Plasma Shields: Tanks and hovertanks take .8 damage from plasma weapons, the primary damage from aliens.
Rapid Craft Repair: craft repair times are reduced by 25% thanks to new improvements in repairing tools and machinery.
Quick Craft Reload: craft reload times are reduced by 25%.
Launcher Rapid Reload: reloading a rocket launcher or a blaster launcher requires 33% less time units thanks to automatic loading systems.
Proximity Grenade Recognition: proximity grenades are no longer triggered by your units or civilians, they are only triggered by enemies.
Secondary Defensive Systems: whenever a base defense installation misses an incoming UFO, the installation fires again at a free shot, but at a 50% accuracy penalty. The only applies once, even with grav shields. Only one of the the strongest base defenses can fire its free shot.
Nano-Fiber Vests: all soldiers have armor increased by 5 all round.
Tactical Rigging: TU cost for moving items from and to backpack, belt, shoulders, and legs decreased by 25% (rounded down, minimum of 1).
Improved Medkits: medkits have been augmented - Pain killer morale restore increased by 25%; Stimulant effect on stun increased by 25%, and heal has a 25% chance to remove two fatal wounds and recover 100% more health for one charge.
UFO Tracking Systems: UFO takes longer to outrun the X-COM craft.
UFO Targeting Systems: the first shot/volley fired on the UFO that would normally miss will hit.
Craft Evasion Systems: forces one UFO shot that would otherwise destroy the X-COM craft to miss.
Advanced Construction: grants the option to build facilities at double initial cost and half the time required.
Elerium Ammo Efficiency: ammunition that would require elerium will require 1 less to manufacture for each unit.
Improved Mind Probe: the mind probe requires 20% less time units to scan.
Tank-Auto Repair Systems: tanks can regenerate health by 8 per turn up to 50% of its max health, restoring lost stats up to that point.
New Blood: recruits come with a minimum established for all of a soldier's statistics. Current soldiers with stats below that minimum are raised to that level.
Wet Work: increases the rate soldiers gain skills by 25%.
Vengeance: whenever a soldier dies or a HWP is destroyed, nearby soldiers receive a bonus to firing accuracy, melee accuracy, throwing accuracy, and reactions for 2 turns. This effect can stack.
« Last Edit: January 16, 2021, 03:55:44 am by KiethSomataw99 »

Offline moriarty

  • Commander
  • *****
  • Posts: 1421
    • View Profile
    • Luke's OX mod site
Re: The Foundry and some projects
« Reply #1 on: August 02, 2013, 09:52:50 pm »
...a little bit too XCOM2012-y for my taste. it doesn't quite fit with the classic mechanics.

also "I thought of..." - seriously? if you don't want to admit that you adopted the idea from "XCOM - Enemy Unknown", at least change the name of the structure... :P

Offline xracer

  • Commander
  • *****
  • Posts: 565
  • X-COM lover, we've gone at it everywhere
    • View Profile
Re: The Foundry and some projects
« Reply #2 on: August 03, 2013, 01:34:37 am »
don't be so harsh Moriarity,

"he thought of" putting in OXC :)

Back on subject i am not too sure i like it i thought Research and Engineering covered all that of course now a days we call it "Research and Development" so the engineering department could cover that, some of the upgrades could be done early on so that engineers have something to do early in the game

Offline moriarty

  • Commander
  • *****
  • Posts: 1421
    • View Profile
    • Luke's OX mod site
Re: The Foundry and some projects
« Reply #3 on: August 03, 2013, 11:08:01 am »
 :-[

I'm sorry, I didn't mean to make it sound so harsh... but it IS an idea taken straight from XCOM2012, and should be advertised as such. The whole mechanic of it doesn't quite fit openxcom. If the foundry "requires an equal number of scientist and engineers, up to 50 of each", what does that mean? they are assigned in pairs? I don't think that is feasible. using engineers for researching stuff does make sense, I agree, but X-Com doesn't work that way. Using the same logic, you could argue that building highly advanced and more-or-less experimental stuff like new alien-tech-based craft should require scientists... I'd say leave it simple, scientists for researching stuff and engineers for building stuff.

I like some of the ideas for the projects, though: the IFF mechanic for the motion scanner (perhaps added after researching Mind Probe? would actually give those a use), the advanced armor for the interceptors (anything that improves the basic stuff so you don't immediately discard it after researching lasers and plasma is good), the improved stun rods and scopes... but they could all simply be research projects :) :)

Offline mercy

  • Colonel
  • ****
  • Posts: 341
    • View Profile
Re: The Foundry and some projects
« Reply #4 on: August 03, 2013, 07:27:54 pm »
Yep, foundry is essentially ENGINEERING coupled with scientists, which is available in OpenXCOM. All engineering is based on science results, engineers simply build what scientist discover, making adjustments and inventing new ways of working, like Tesla did.   

Tesla is a perfect ideal for an XCOM engineer, i think:

An engineer has insights  not many have how supertech might work in an advanced alternate universe and/or time/future and makes efforts to realize those visions.

A scientist is more like Einstein who can figure out laser or plasma tech in theory, but has no engineering skill at all.

Offline moriarty

  • Commander
  • *****
  • Posts: 1421
    • View Profile
    • Luke's OX mod site
Re: The Foundry and some projects
« Reply #5 on: August 03, 2013, 07:37:50 pm »
but the way you describe engineering is basically the way the "scientists" work in xcom: they provide applications.

obviously the xcom scientists are very much applied scientists and not so much theorists, since the UFOpaedia fluff you get doesn't contain any formulas :P :) :)

Offline xracer

  • Commander
  • *****
  • Posts: 565
  • X-COM lover, we've gone at it everywhere
    • View Profile
Re: The Foundry and some projects
« Reply #6 on: August 04, 2013, 06:18:29 am »
but the way you describe engineering is basically the way the "scientists" work in xcom: they provide applications.

obviously the xcom scientists are very much applied scientists and not so much theorists, since the UFOpaedia fluff you get doesn't contain any formulas :P :) :)

You know all that can change :) Next thing you know you will see integrals and some Newtonian Mechanics or maybe something relevant like electric and magnetism and simple formulas like E=F/q or UsubE=qV= kqsub1qsub2/r you know you play you learn, next thing you know OXC will be the guide for future technology :)

Offline Mr. Quiet

  • Commander
  • *****
  • Posts: 523
  • Likes: Quiet things. Dislikes: Loud things.
    • View Profile
    • =Open_X_Com= Mods
Re: The Foundry and some projects
« Reply #7 on: August 04, 2013, 06:55:46 am »
Cool, I never thought of it that way.