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XCOMUFO & Xenocide

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Armor progression would be different in this... some of them would be wierd.

 

X-Com Tier I: Standard Technology

1. Flak Armor: Standard combat armor given to US soldiers, used by X-Com. Designed against ballistic weapons mainly, however it is light and non-cumbersome.

 

2. Refractive/Reflective (R Squared) Armor: Modified for potential plasma or laser weapons threats. Better protection against alien weapons or lasers, however, it does make you more visible.

 

3. Powered Exoskeleton: Ceramic armor, kevlar, and a powered exoskeleton. This gives you additional strength, however, because of control problems, your soldier is slowed to a walk (moving costs more).

 

4. Land Warrior: Increased perception and reactions, however, protection is equivalent to flak armor and it's highly expensive. Comes with nightvision.

 

X-Com Tier II: Theoretical technology. This would be like laser weapons and other human made exotics.

1. Fullerene combat suit: A suit of synthetic fabric, impregnated with nanotubes and refractives. Your upgraded flak armor, with great resistance against ballistic weapons, and mediocre resistance against energy weapons. However, like most Tier II technology, it is highly expensive, since you don't start off with the raw materials. And ordering stuff like nanotubes would cost a lot.

 

2. Stealth suit: A light bending active camoflage suit. Really bad protection, expensive, and it keeps you hidden.

 

3. Electric Reactive Armor suit: Uses an electrical charge to give very good protection against ballistics fire, including plasma (the electrical charge helps disperse the plasma, causing a larger wound, but a less severe one.

 

4. Integrated Infantryman Combat Suit: An advanced combat suit, using strength enhancements and additional systems. Exoskeleton and Land Warrior in one, however, these suits would be expensive. (Millions a pop, perhaps.)

 

5. Heavy Battle Armor Mark II: A suit that turns your dude into a HWP, basically. It has integrated weapons, and other systems. It's cumbersome and slow, but it would carry high power weapons that nobody else could. For example, my envisioned standard loadout has a minigun and automatic grenade launcher.

 

X-Com Tier III: Direct application of alien technology.

1. Personal Armor suit: It was in X-Com. It's here now.

 

2. Assault Armor suit: A larger, more massive armor, with an exoskeleton. Massive, seriously slowing, but increases strength and has lots of armor.

 

3. Heavy Battle Armor Mark II: A suit that turns your dude into a HWP, basically. It has integrated weapons, and other systems. This one is upgraded with Alien Tech.

 

X-Com Tier IV: Now we're getting to the good stuff. Endgame tech. Combinations of alien technology, human ingenuity, and a lot of work.

1. Evader Armor: A suit of armor that uses alien engineered advanced drugs and an antigrav system to greatly boost the user's speed and agility. Massive additional TUs, reduced cost to aim and fire weapons, increased accuracy, but little protection. And, it also has a chance of killing off the soldier every mission he uses it. It also causes stat degradation in troopers who use it often, as they become dependent on the drugs.

 

2. Power Armor: It was in X-Com. It comes back with moderate speed enhancement and some strength enhancement. It also has nightvision.

 

3. Flying Armor: Like power armor, but it has less protection. So there's a reason to not use it.

 

4. Bezerker Armor: Like Evader, but different. Massive speed and strength bonuses, as well as toughness. In Bezerker armor, a soldier will scarcely feel anything that hits them, and will be able to smash Mutons with their bare hands. However, it also has the problems of Evader.

 

5. HBA Mark III. Like Mark II, except faster, tougher, more expensive, and nastier..

 

6. Sniper Armor: Alien Stealth Armor. You're more invisible than before.

 

What do you think?

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  • 1 month later...

I think what you are saying here, is that there will be five different strands of armour, each with four levels?

 

The strands being:

 

Basic

Stealth

Protection

Alien weapons protection

Increase vision, reactions etc

 

Sounds good, but may be difficult to invent all the stats for each armour etc etc. I shouldn't think they would be any more difficult to code for, but then I am not a programmer. Surely each armour could be given a 'strand number' and a 'tier number' which would give the relevant protection values, and any additional abilities.

 

I think that there may be too many armours though - seriously, can you imagine using nearly 20 different types of armour?! That could get complicated!

 

Overall though, sounds like an excellent suggestion.

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I like some of these ideas, but feel the same way on how many there ought to be. I'd think 6 total would be enough...from basic kevlar vest on up.

 

I would like to suggest one important variation though, something to help squad management a little here. Personally, when I get up to something like more than 14 guys on a mission, I've always felt being able to assign armor paint schemes would take things that much further in terms of organizing your squads.

 

Just something extra besides what names or arms you give them to help them stand out for you on the map.

 

Might not even have to coat the entire set of armors in that color, but maybe like just helmets, chest/back plates, shoulder pads or something. I'd wager most players probably don't have too much more than 4 smaller distinct fire teams on their missions, so red, yellow, blue & green could work.

Edited by Snakeman
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Maybe if we could make modifications to armor - Add Plasma-proofed plating to keep simpler armor cheep but effective, Or maybe even make our own armors that the game would put a price on
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adding colour to the armour sounds like a grat idea, snakeman!

 

i think one of the biggest drawbacks of the game has always been the anonimity of the soldiers. in JA every merc had his own personality and appearence, so you thought in terms of "mike is gonna go around the building, and fidel is gonna throw a grenade". in x-com, since all the soldiers essentially feel the same, you think in terms of "this guy will go here, and that other guy will go there". giving soldiers a personality to relate to would offer a much more immersive experience.

 

hmm, i'll look for a more appropriate topic to put this in.

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Well see, even if you stray further from the roleplay aspects, color schemes to armor just seems a basic thing you could do, just like renaming soldiers, to help distinguish them all at a glance in battlescape view.

 

Since it is also probably an unknown as to whether or not camoflaged armor would even help against aliens with poor eye sight, it stands to reason too that armor color would not matter if the majority of the races you encounter have psi capability...They're looking for you with their mind's eye, not necessarily their real eyes :)

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On Coloring Armour:

 

Actually this should be taken further. YOu should be able to modify the skin for each soldier. IN game these mods would basically be base colors for all the parts(arms/legs/torso/helmet) and some decals(maybe specific symbols to easily differentiate roles). It would look nice and be easy to assign to soldiers, especially as they earn ranks or for that bad mofo you love. I know the aliens could easily see the Rainbow Warrior, but they are using psi-vision anyway. Might as well look good.

 

As for the armour ideas, I like the thoughts but have my own coming later.

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  • 1 year later...
What about the Gillie Suit? That is standard tech, snipers all over the world use it, and you are really hard to see. Also what I remember from X-Com 1 and 2 is that the Flying Suit and the Magnetic Ion Armor had more protection that the Power Armor, Standard Ion Armor. Also: Was Land Warrior system invented in 1999? (If the game is put to that time.)
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Kaldorath, I'd suspect that even if it wasn't invented in '99, there's no reason why any technology improvement couldn't turn up on say, game year '03 or '15. I just think one way to have a robust market would be that there could be additions to it as you play. Whether its stuff you made and sold or someone else did.

 

Plus for those of us who liked dragging our games out, there's a good reason to throw in the occasional easter egg you can use.

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I would suspect that even if the aliens were not worried about human weapons, they would want to be able to move about harder to detect. Discrete approaches means less damaged DNA of the people they abduct or the puny defenders. Some simple bits would be projectors and sensors that would fuzzy the silhouette of a soldier/alien. That is the primary role of gillie suites is that at hundreds of meters, they turn a human into brush silhouette wise. You could do that across a brightly lit street with sophisticated holo-projection.

 

So gillie suits and other urban camoflauge should probably be standard rather than easter eggs. Leave the fancy, X-MEN esque jersies to the national armies.

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  • 6 months later...
I think that the thread author had the right idea, but was overcomplicating things somewhat. I think that if we restricted things to just two different strands: The heavy armour that protects you, and the light stuff that let's you dash about like a crazy fool. Also a few funny ideas like tailoring your armour for plasma or (come to think of it what else to the aliens use?).
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