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Armour Size


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#1 sir_schwick

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Posted 31 January 2005 - 05:22 PM

In RL militaries have different heaviness of armour because each has their tactical advantage. Here is my proposals related to armour, an outline really.

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Terran Scout Armour - Very few electronics and little carrying space. However your movement efficiency(TUs per square and such) is very good. Also reactions increase moderately. Less armour though.

Land Warrior Infantry - Medium level of electronics which allow shoot-around-corner and such. Movement efficiency is about normal as are reactions. A few slots for extra gear and equipment as well as slightly better armour.

Land Warrior Assault - Lots of carraige space and electronics. Movement efficiency is lowered and requires good strength. Reactions are also lower.

XSUIT Infantry Armour - Uses AA and tiny amount of micro-hydraulics. Movement efficiency and reactions are slighly higher than normal. Strength increased marginally and about the same carraige as LWI.

XSUIT Assault Armour - Uses AA and micro-hydraulics. Can integrate some heavy systems. Slow down troops a lot, especially in reactions. Lots of armour and carraige.

Powered Exoskeleton - Uses AA and X113 powered exoskeleton. Greatly increases movement efficiency and reaction times. Almost no strength increase. Very little room for gear.

Powered Carapece - Uses AA and X113 powered carapece. Little increases in movement efficiency and reaction times. Moderate increase in strength. Medium room for gear.

Powered Armour - Uses AA and X113 reactor. Moderate decrease in movement and efficiency and reaction times. Great increase in strength and armour. Lots of room for gear and heavy systems.

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Where are flying suits you ask?

Flight packs can be added either onto the XSUIT Assault Armour or the Powered Armour. Both of these suits can also use the Laser Charger. This device adds considerable power to laser shots. The Powered Armour can be equipped with X113 Carraige. This device carries the ammo necessary to operate Plasma Support Weapons.

What about Psi Amps?

Psi Amps can be integrated into both the XSUITS, the Powered Carapece, and the Powered Armour.

What about Motion Scanners/MedKits?

All armour but the Scout and Exoskeleton can integrate these.

#2 Tsereve

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Posted 31 January 2005 - 07:48 PM

Hm, very interesting. But if the latter suits are powered, wouldn't that assist movement, and thus, increase it? Plus, reactions would get better, too. And strength? That's a given.

But I really like the whole PsiAmp-inside-helmet thing. It just seems logical. The closer the device is to the brain, the less power would be lost during the "trip" from the brain to the psi amp.

I'm instrigued by this Laser Charger, however. What about when the player upgrades to mostly plasma?
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#3 sir_schwick

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Posted 31 January 2005 - 10:17 PM

The Power Armour is really, really bulky.

The language may be confusing, but increase reactions and movement efficiency does mean less TUs for movement and greater reaction stat. The Exoskeleton allows for some freaky good reactions and speed.

The Laser Charger would be one way of bringing plasma-like firepower to the field for heavy armour types. More importantly it powers the Repeating Blaster, or the laser squad support weapon. This weapon pours ton of LASER death into wherever the firer is firing. Good alternative to the Repeating Plasma if you do not care to use your valuable X113 ammo.

#4 Khai

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Posted 01 February 2005 - 12:29 AM

Honestly...it seems a lot like some kind of anime or transformers but not XCOM...as soon as you start having walking tanks of death not commandos...the game has sorta moved away from its roots.

#5 sir_schwick

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Posted 01 February 2005 - 10:56 AM

You do not think Blaster Bombs and Rocket Launhcers are outlandish weapons, because they are squad support weapons. The repeating blaster and repeating plasma are high-volume, suppression weapons, like machine guns.

Powered armour does not mean tank, its just really heavy. Also, your reactions are reduced, so make sure you are not firing first. It puts support where it belongs, supporting other troops in trouble.

#6 Khai

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Posted 01 February 2005 - 06:18 PM

Rather than having bulky anime attack suits I'd rather have commandos and humans...not guys covered in huge armor...The huge armor is cool for some cases, but I think armor could only take you so far, especially when you're dealing with high tech weapons...hence the ever continuing trend towards making things harder to see and more mobile. Because, if you can see it then you can kill it.

If you make the player use your suits to use the heavy weapons that the aliens can lift normally then you're restricting options within the game with artificial restrictions...those always frustrate me honestly. If you have a strength column, why not let any individual use any weapon, if its too heavy for them, then make them slow down.

#7 sir_schwick

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Posted 01 February 2005 - 07:25 PM

Rather than having bulky anime attack suits I'd rather have commandos and humans...not guys covered in huge armor...The huge armor is cool for some cases, but I think armor could only take you so far, especially when you're dealing with high tech weapons...hence the ever continuing trend towards making things harder to see and more mobile.  Because, if you can see it then you can kill it. 

If you make the player use your suits to use the heavy weapons that the aliens can lift normally then you're restricting options within the game with artificial restrictions...those always frustrate me honestly.  If you have a strength column, why not let any individual use any weapon, if its too heavy for them, then make them slow down.

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The Land Warrior and LWA systems are not that bulky now.
The exoskeleton is like wearing a skin-tight wet suit, and the scout armour is closeto that tight.
The Carapece and XSUIT Infantry are roughly the same size as Land WArrior.
The Armour and XSUIT Assault are bulkier, but not space suit size.

Your right about firepower being so great that armour no longer really matters. The lighter suits will help you get in the first shot, and the heavies will not stand very long. Heavy armour will be useful for situations when you need a Repeater.

There are only three items that require a specific armour to use. Its not an issue of strength. THat is because these systems are integrated systems have to be integrated into the armour to be used properly. Repeaters require cooling, recycling, and ammo systems that are fed into the armour. You can still use Heavy Plasma, Heavy Laser, etc. with any armour. Also, the only alien carrying around Plasma Repeaters are Mutons.

#8 Khai

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Posted 01 February 2005 - 11:22 PM

Does restricting weapons to certain suits do anything for the game other than make it like Tribes?

You're trying to introduce 7 types of armor that are all essentially the same but for incremental armor improvements and then creating artificial restrictions to make certain suits better than others...Why do it at all?

Why not spend that time and resources on other types of armor that adds new functionality to the game like stealth combat armor or nanoenhancements for the troops or new alien species or new UFOs.

#9 sir_schwick

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Posted 02 February 2005 - 01:32 AM

The Powered Armour and XSUIT Assault Armour are not that great of suits. They have moderate decreases in movement efficiency and reactions stats versus unarmoured. This means even though they carry the suppresion fire weapons, they cannot be used in an offensive stance. They would lose in a shootout and the enemies Heavy Plasma is gonna shred em. On a gameplay note, if it was not for the Flight Pack or Repeater uniqueness of heavy armour, no one would use it.

The suits are incremental in this sense, there are three classes that increase in usefulness over time with alien technology: light,medium,heavy. Basically the strengths of each are.

Light = Reconnoitering, Very Quick and Dirty Firefights, Tight Corridor Fights
Medium = Assaults, Room Assaults, Skirmishing
Heavy = Squad Support, Firefights, Suppresion

The Exoskeleton offers massive increases in movement efficiency and reactions. Few things are going to out draw a XCORP commando in an Exoskeleton. The Scout armour does not increase movement efficiency, but like any other light armour does have some visual distortion going for it. I'll even add in an XSUIT Scout Armour, the AA variant of the light armour series. It is mostly the micro-hydraulics so there is a moderate movement efficiency and reactions bonus.

The Medium armours are useful because of some armour and the carraige slots(extra ammo, nades) and equipment integration(Psi Amps, Motion Scanners, MedKits). Also the Carapece and XCOM Infantry armour increase ME and reactions, making them useful against heavies.

#10 T-1

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Posted 03 February 2005 - 04:55 PM

What about built-in automatic medkits?

#11 sir_schwick

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Posted 03 February 2005 - 07:18 PM

That does make a lot of sense, in addition to reducing MM by having to build seperate components. All armour builds include the optional equipment and you just choose which piece to integrate right before battle.

#12 mikker

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Posted 08 February 2005 - 11:17 AM

i doubt in build medikits would work. When plasma burn a hole in you, the part of the body that needs to inject the med stuff is burned away as well. I got the impression that it must be injected on the wound.

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#13 sir_schwick

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Posted 08 February 2005 - 02:29 PM

I guess self-repairing med kits would be pretty useless. Good point.

However integrating a med-kit to use on other people would not be so stupid. If the medic gets hit, their dead anyway.