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Sathra

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Posts posted by Sathra

  1. Nope. The Vault teams move out with maybe 1 rifleman to support them (modded game so 10 soldiers). They basically run towards where the the UFO is, or where I think it is, with the shield facing in the probable direction of any fire.

    I find they can deal with nearly any alien (or group) they find, with use of smoke and grenades. If a group is too heavy or numerous for them to deal with, I pull back, bring in more troops then advance again.

  2. It only effectively increases the starting money. Bases cost less, so after placing the first base you have an extra $200k.

    I couldn't figure out how to makes scouts appear more commonly, so they stop appearing after a month or so. You get Corvettes longer though, and they're more fun, and I train rookies on them (more stuff to shoot means more experience).

    My second base is always heavy on the manufacturing (90 engineers). The rest of the space is soldiers, and I only ever build 5 Hangars in my first 2 bases. 1 Hangar is for the dropship, and the others are for interceptors. Main base only has 30 scientists, which is enough for most of the game, with the rest being manufacturing (I try for 45 engineers, which means I move or just destroy the garage depending if I want to use vehicles). Holdover from the OG, where I had every strike base capable of some manufacturing.

    Third base is mostly intercept and research.

  3. Okay, had a think about it and here's what I've got so far. The rationalisation of it is that while humans can copy the alien weapon basics, they can't miniaturise some things as effectively as the aliens can, so using alien weapon parts allows for more efficient human weapon designs for infantry and vehicles. For aircraft weapons size isn't as much as a factor, so they won't use these parts (they will use Alenium in V6, because I forgot to add it in V5).

    4 basic components:

    -Power Converter: This is the widget that takes the power from the cell and turns it into plasma. This is used in every human manufacturable weapon in varying numbers (so laser, plasma and MAG). I'm not sold on the name though, its too generic. Taking suggestions. Every alien weapon contains 1 or more of these.

    -Electromagnetic Array: This is the rings of electromagnets that focus and project the plasma. Plasma and MAG weapons use these, and come from every alien weapon besides the alien plasma pistol. The plasma pistol's one is too small and doesn't focus effectively.

    -Heatsink Network: This is the thingy that collects waste heat and moves it to the heatsinks for dispersal so the weapon doesn't melt. It comes comes from HP, BR and PC. Its used in all the MG's, plasma precision and all MAG. Alternative name is Heat Displacement Assembly, or Displacement Assembly if I can't fit the full name.

    -Holographic Optics: Basically as the name says. Its a fancy sniper scope. Only comes from the alien Sniper Plasma and is used in the Plasma and MAG Precision rifles.

    The project to disassemble an alien weapon appears after you research one (I'll also change the Plasma precision rifle to need Alien Sniper Plasma and make a new Xenopedia report for it, or I won't, I dunno.) The project will take up to 10 man days (avg of 5, so 1 day with 5 engineers), and produce the various components + some alloys. 1 for most of the weapons, and 2 for Cannons. Up to 10k for the project, average of 5k.

    Here's the breakdown of the alien weapons:

    Pistol: 1 Converter, 1 Alloys.

    Rifle: 1 Converter, 1 Array, 1 Alloys.

    Heavy Plasma: 1 Converter, 1 Array, 1 Heatsink, 1 Alloys

    Sniper: 1 Optics, 1 Converter, 1 Array, 1 Alloys.

    Cannon: 2 Converter, 2 Heatsinks, 1 Array, 2 Alloys.

    Battle Rifle: 1 Converter, 2 Arrays, 1 Heatsink, 1 Alloys.

    Components can be sold, but the all the components from a weapon won't add up to the sale value of the complete weapon. They're fancy and all, but the whole thing would be worth more to the backers.

    Laser Weapons: All use Converters, with 2 for Precision and Scatter. Scatter also uses a Heatsink (You can get HP from Corvettes).

    Plasma Weapons: All use Arrays and Converters, with Optics for the Precision, Heatsink and 2 Converters for the Caster, and Converter and Heatsink for the Carbine.

    MAG Weapons: All use 2 Arrays, Heatsinks and Converters. Precision uses an Optic, and Storm uses 2 Heatsinks, and 2 Converters.

    Vehicle weapons all use Heatsinks (2 for plasma and laser, 3 for MAG), with the plasma and MAG using Arrays (1 and 2 respectively). They also use Converters (2 for plasma and laser, and 3 for MAG). Since the Scimitar and Hyperion are built with energy weapons as standard, they will require the needed components to be built.

    Corpses will be autosold for 5k, 10 for Officers and 20 for Leaders. Androns and Drones start at 10k, since they don't have Leaders and an advanced robot is worth money.

    Alien weapons themselves will be worth 5k less than V5, since now you get money for corpses and I bumped it to give more cashflow. Human advanced weapons will also be cheaper since you are literally burning money to make them. I'll probably drop them by a few 10k lots.

    If you've read all this, give some feedback (especially if you can think of better names for the components).

  4. About half the mod is technically needless complication. I didn't actually need to give each tier different 'flavours', as even with the flavour the next tier is always better than the previous one. I just did it because I thought it was fun/interesting/funny. Same with the Power Cores.

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