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Advanced Base Falicities


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#1 Robo Dojo 58

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Posted 28 August 2006 - 07:57 PM

To heck with the exposition. I'll just get to the meat of it. :P

Advanced Hangars: Alien composites enable the use of stronger, lighter cranes and supports, and Xenium engines enable heavy lifting to be done in record time. Plasma technology allows for heavy structural work to be done faster and more efficiently. As a result, craft stationed in an advanced hangar can be serviced 50% faster than normal hangars, and are repaired at twice the rate. These hangars are designed with the new requirments of servicing hybrid craft in mind, allowing them to be serviced at full speed (compared to 50-66% of a normal, unoptimized hangar?) Unlike normal hangars, an advanced hangar will need a small but steady supply of Xenium to function at full capacity. (something like 1/4 to 1/2 of an easy mission's worth per month).

Advanced Workshops: Once again, alien composites allow engineering equipment to be stronger, lighter, and smaller. Plasma and advanced laser technology enables cutting and welding to be faster than before. Alien interfaces allow engineering equipment and machinery to be quickly programmed and controlled with high precision. Workshop projects take up 20% less space for machinery and parts, and engineers work at a 50% increased speed. However, you'll need a small supply of Xenium to keep the workshop at max efficiency.

Advanced Laboratory: Alien interfaces allow large amounts of research material to be available at a glance, and allow researchers to document and manage their progress far more swiftly. Psionic interfaces enable a level of interrogation previously impossible with alien species, and may reveal vital information that was previously unattainable. Setting up such a lab requires a large amount of alien interfaces, as well as Xenium to power the psionic facilities.

Advanced Storage: Alien composites make larger, more durable underground spaces, with less room taken up by internal structural support. Heavy lifting machinery can be made smaller and lighter as well, allowing more room for raw storage space. Holds 25-50% more than a normal storage facility.

As you can guess, I implied the prerequesites of the new facilities in their description. The improvements are indeed considerable, but that is to be offset by their higher costs, higher maitenance, and need for rare alien resources. There are already advanced facilities for base defense and ship detection. With these facilities, the only thing left without upgrades are living quarters, but you can't exactly cram more sardine people with alien tech, can you? :D So, any comments or suggestions?
Posted Image Haha! I'm now the Supreme Commander of X-COM. Time to kiss Earth goodbye.

My first order of business: Homeless people make cheap rookies, and are great at opening UFO doors. Heck, they're so cheap, I'm going to replace all personel with them!
Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting.
Thirdly: We have a new colonel. His name is Facehugger, he loves aliens, and I want you all to treat him with respect.
Lastly: I'll be in my condo on an undisclosed island, if you need me. Good day.

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#2 gu35s

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Posted 28 August 2006 - 08:40 PM

After researching more about the alien breeding technology, and even though we are not able to clone humans from aliens cell, we found that the pods are useful as sustanance chamber. After several adjustment, volunteers who tried out the pods actually have a faster healing rate and better concentration after sleeping in the pod for an hour. We believe that by implementing this pods as an everyday use "bed" will help X-Corps staff to increase productions with less sleep. And since the pods are smaller than conventional beds, we are able to fit in 80 pods into a living quarter. Also with additional help of alien composites, we are able to extend the living quarter to hold up to 100 pods. However, some staff prefer to sleep on bed, so as per staff morale sake, we manage to fit in 10 tribed-shelfs (30 spaces), 70 pods, and a functional kitchen into a living quarter.

How do we implement wider range radar?
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#3 Robo Dojo 58

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Posted 28 August 2006 - 11:10 PM

I'm not sleeping in a pod! =p Unless it's like one of those memory shape matresses or something like that. Even then, I doubt anyone would find standing up asleep in a chamber full of ooze to be appetizing, except for agents that need to work overtime. Since a living quarters space has no need for heavy machinery or such, there's nothing that can be made smaller. Alien Composites won't be having a big impact on how many beds you can cram into a space, IMO.

However, alien pod chambers might be useful for medicine. I don't think it'd become part of a living quarters, but if it helps the healing process beyond what normal medicine can do, then it's good enough for X-Corps.

Wider range radar comes by way of an "Enigma" device, if you will. ;)

Edited by Robo Dojo 58, 28 August 2006 - 11:13 PM.

Posted Image Haha! I'm now the Supreme Commander of X-COM. Time to kiss Earth goodbye.

My first order of business: Homeless people make cheap rookies, and are great at opening UFO doors. Heck, they're so cheap, I'm going to replace all personel with them!
Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting.
Thirdly: We have a new colonel. His name is Facehugger, he loves aliens, and I want you all to treat him with respect.
Lastly: I'll be in my condo on an undisclosed island, if you need me. Good day.

FMIX-The General Stores

#4 gu35s

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Posted 28 August 2006 - 11:29 PM

LOL good point. "*Yawn* Good morning" *Splosh* *Splosh* "You better get to shower before coming to the lab!" :P Have to rethink about that :P

"Enigma" sounds very Enigmatic :P Well, maybe after further research, the scientists were able to combine the tachyon (hyperwave) sensor with the wide array neudar and create something newer, wider range, and have the detection at the same time. So base space can be used for something else.
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Gu35sing is a big part of life...

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#5 kashyyk

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Posted 30 September 2006 - 05:22 AM

a reaserch could be found to enhance fodd so people get more energy, so reaserch/manufacture is reduced due to longer work hours because of more energy, and higher time units due to energy.

how about it?

#6 j'ordos

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Posted 30 September 2006 - 08:42 AM

Advanced Laboratory: Alien interfaces allow large amounts of research material to be available at a glance, and allow researchers to document and manage their progress far more swiftly. Psionic interfaces enable a level of interrogation previously impossible with alien species, and may reveal vital information that was previously unattainable. Setting up such a lab requires a large amount of alien interfaces, as well as Xenium to power the psionic facilities.

Wait, so you need to have:
psi
xenium
xenium reactor
alien alloys
alien navigation for the interface?
researched to build to this?

By the time it's build, what's left to research? :P
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#7 Robo Dojo 58

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Posted 30 September 2006 - 10:32 AM

Wait, so you need to have:
psi
xenium
xenium reactor
alien alloys
alien navigation for the interface?
researched to build to this?

By the time it's build, what's left to research? :P

Hmm, you have a good point! :P I just assumed Xenium was somehow important for the Psionics, as it was needed for the Psi-amp in the original X-Com. The reactor isn't important, but I thought the Xenium itself was.

The alien navigation isn't so important for the software, as it is for the powerful interface and hardware. I was thinking more that the navigation was "salvaged" for the best parts, which are then used in the laboratory. Of course, there is nothing wrong with making custom machinery without scrapping the navigation. But alien navigation would still need to be researched to understand the alien interfaces. Alien alloys appear to be a necessary part of their technology, so it's pretty natural that they would be used somehow. I could be wrong, though. :P

The basic idea is that it takes one hard research topic(like an early stage of psi), a few basic ones(alloys, navigation, etc.), and some alien parts to put together and maintain. In return it provides improved research speed, and perhaps access to topics that were previously unavailable (such as alien bases, the ultimate craft, or the final mission). These topics would become possible due to the enhanced ability that the advanced lab would have.

Keep the discussion rolling. I'd like to hear more, good and bad.

Edited by Robo Dojo 58, 30 September 2006 - 10:33 AM.

Posted Image Haha! I'm now the Supreme Commander of X-COM. Time to kiss Earth goodbye.

My first order of business: Homeless people make cheap rookies, and are great at opening UFO doors. Heck, they're so cheap, I'm going to replace all personel with them!
Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting.
Thirdly: We have a new colonel. His name is Facehugger, he loves aliens, and I want you all to treat him with respect.
Lastly: I'll be in my condo on an undisclosed island, if you need me. Good day.

FMIX-The General Stores

#8 Astyanax

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Posted 30 September 2006 - 11:55 AM

How about a second advanced workshop: the Automated Workshop? It's faster and more efficient (requires 10% less special materials?) for mass producing small items (like ammo), but offers no special advantage for larger items. Monetary cost per item is the same (or slightly less per unit for small objects). Maybe it requires Alien Composites, UFO Navigation, and laser technology. Upkeep for this workshop would be the same as the regular workshop, but construction costs would be slightly higher and require Alien Composites, a couple UFO navigations, and laser research. Existing workshops can be upgraded for a nominal sum and the prerequisite materials.

Or how about an Experimental Workshop that can house both scientists and engineers? The cost of construction and upkeep may be slightly higher, but since the facility is more modular (ceiling and basement modules can operate independently), it has space for 60-75(?) workers. Requires Alien Composites, laser research, UFO Construction, UFO Navigation? Old workshops and laboratories cannot be upgraded to this type of facility.

Or an Experimental Hangar? 50 Engineers can be assigned to this facility to increase resupply and ability (up to 2-3x speed) and, if empty, manufacture new craft and craft-related items without space constraints. The cost of construction and upkeep are higher, however. Existing hangars can be upgraded, but the cost is fairly steep (representing the technical difficulties posed by changing the setup).

Or maybe just an Automated Hangar that repairs and reloads craft 20% faster? It's requirements are just Alien Composites and maybe HWP technology, so the construction cost and upkeep are only slightly above that of the regular hangar. Existing hangars can be upgraded rather easily.

Or a Mind-Machine Interface Facility which allows personnel in the base in which it is constructed to interface directly with whatever project they need and allows them to operate 5-10% more efficiently- research and manufacturing times are reduced slightly, upkeep costs are also lowered slightly, and perhaps detectors become a bit more sensitive. This facility is pretty expensive to build and maintain, not worth building in a small base but definitely worth it for a bustling base. Requires Psi research, Psi-Lab, Alien Composites, and perhaps an Alien Navigation and/or Alien Entertainment.

Edited by Astyanax, 30 September 2006 - 12:46 PM.

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#9 Snakeman

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Posted 02 October 2006 - 01:01 AM

Maybe the increased maintenance and build fees can be a result of the modules being 3-4 levels deep as opposed to 1-2 as you progress. Every advanced version of a module would also gradually alter the base layout in base defense as a result.

As noted before in similar threads, it might get difficult to tweak how the AI willl perform in a big base, but one thing I was thinking of besides how the first game handled this (to an extent) besides the aliens gravitating towards your men is have them start on different teirs of the Access Lift area as well as the big hangers by way of catwalks that'd branch off to neighboring sections of the base. If you have soldiers on every level, there will always be at least one alien coming your way on each one.

That's one way I can see having a bigger base layout working, but there could be other creative ways to have the aliens navigate it.

Anyway, to sum up, I think it makes sense that module costs and maintenance increases be a result of having been building further downward.

#10 Blood Angel

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Posted 02 October 2006 - 05:17 AM

Hmm. Let me just think for a moment.

We know that Alien Alloys can currently be manufactured in an XCom workshop, so we do have the raw materials required.

I'm thinking, maybe, instead of having them manufactured in a workshop, they could be mined. Basically, when you research Alien Alloys you find in the field, you discover that they can be synthesized from raw materials in the Earth's crust. So then on the Geoscape you will be able to find seams of Alien Alloy Ore, overlaid on the map. You can then research "Alloy Mine" and "Alloy Refinery." In this way, you can boost your microeconomy further by running a successful mining outfit, mining Alien Alloy Ore, refining it and selling it.

The facilities would also make pretty kickass battlescape maps.

Good idea?

#11 Robo Dojo 58

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Posted 02 October 2006 - 06:18 AM

I think we could call these veins of alien alloys "bases". ;)

#12 Blood Angel

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Posted 02 October 2006 - 09:37 AM

You'd be severely limited by where you could launch from, though. The chances of your initial base being located on an ore seam would be slim to nil.

In fact, it's entirely possible that you wouldn't know about the presence of ore until you made a base there.

How about Alien Bases must be built on ore seams? That would be a good indicator of where ore seams would be, and obviously building a base that near to an alien base to get ore would be risky as the aliens would constantly attack it. It would give you more incentive to destroy alien bases rather than merely farming their supply craft.

#13 Snakeman

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Posted 02 October 2006 - 12:22 PM

I like the idea of mines that can generate you some way of sustaining yourself apart from other ways of making money. However, on the issue of mining for alien alloys in particular, it doesn't make that much sense that you could mine for it directly.

Considering that you can make it from scratch, my guess is that its probably a conglomeration of several common elements, easily available from what we can already mine on the planet. I'm thinking, more than anything, instead of a mine, what structure makes sense to me is more like a refinery/workshop hybrid type of facility.

However, I like your idea Blood that maybe the aliens have a particular reason for building bases where they do, and that they're on the resource ball so to speak. They know exactly where to go. Maybe they have a more efficient means of processing things into alloys as well. I'd put my money on the idea that the lava creature should have a side effect role here. The Silacoid could create alloys or elerium as a byproduct from everything it consumes.

Okay, elerium is probably a stretch, but then again, that's how crystaline type structures like it are formed, underground under a lot of heat and pressure (presumably its a similar track for elerium crystals). The Silacoid would just be the alien equivalent to that process. An advanced facility for you could be from research discovered from a captured alien base and researching their modules and production methods. Advanced mininig and refining techniques could be aquired either by stealing and using these creatures for yourself or a separate research uncovered spliting off from the autopsy and live capture reports of it.

Facilities like these, all the advanced variants anyway, could get wider in some instances if not a larger yet skinny vertical structure that goes deeper underground. 1x1, 1x2, 1x3, 2x2s etc. It'll add to the challenge of designing bases overall, so this is a cool idea to me.

Its another good escuse for introducing territory control into the X-COM arena at any rate. If even temporarily since you'll probably be dodging reprisals while your at it.

Edited by Snakeman, 02 October 2006 - 12:26 PM.