Posted 02 April 2005 - 04:03 AM
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?
Posted 09 May 2005 - 03:14 PM
I like it. It would be a pain to make all those armors for the game I'd imagine, and even worse, balance them properly so the game is smooth.
Posted 10 May 2005 - 06:08 AM
The strands being:
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.
Posted 10 May 2005 - 11:09 PM
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, 10 May 2005 - 11:11 PM.
Posted 11 May 2005 - 12:11 PM
Posted 12 May 2005 - 02:33 AM
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.
Posted 14 May 2005 - 03:07 PM
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
Posted 14 May 2005 - 06:36 PM
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.
Posted 05 August 2006 - 05:40 PM
Posted 05 August 2006 - 11:13 PM
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.
Posted 06 August 2006 - 09:40 AM
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.
Posted 24 February 2007 - 03:01 PM
Posted 24 February 2007 - 04:26 PM
Posted 26 February 2007 - 07:19 PM