How Would You Prefer To Handle Unit Design?

  • Just let the QM do it.

    Votes: 15 30.0%
  • Just choose which techs to use.

    Votes: 23 46.0%
  • Choose which techs and extra features to use limited by size, cost, and upkeep.

    Votes: 9 18.0%
  • Choose individual (fictional) systems to equip units with. Limited by size, cost, upkeep, etc.

    Votes: 2 4.0%
  • None of these.

    Votes: 1 2.0%

  • Total voters
    50
  • Poll closed .
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I checked but it looks like that was included in the 7100. I did drop the ongoing action+current because on my calculator I had already added it in and with only one action did not consider it a big deal to keep separate, will break it out to show better. Would have to double check on yours but I think you get to positive value with the german oil trade (I just don't include that besides a note that debt will be lower since it is a variable number even though by boosting to 800 it is 100%).

I am actually going through my cost again. It seems I somehow got an extra 1,800 action cost from somewhere I actually come in under budget I think. Could You help me out I want to get the price right?
 
Come on people review the plans before just voting. There are several that work very well. Some slight differences in most is just because of a different focus. Make sure there isn't a plan that has your wants already. Before this vote people were discussing like if they were planing on going with different plans instead of just instantly bandwagon the first plan Void made. Void's plans are good but that doesn't mean always vote for them.
Just because people aren't voting for your plan or for a plan that isn't Void's doesn't mean that they aren't considering all the plans and weighing the pros and cons of each it just means that they think his plan is better than most of the other plans. I'm even an example of that because before this I would have voted for your plan but during the time between where you first proposed it and when you actually posted it you made changes I wholly disagree with and therefore shall now be voting for the plan I pledged my support for in case I ever stopped liking yours.

[X] Plan Alloy and Alliances

I just don't agree with the constant push to militarize our ground forces just because we might in a very unlikely scenario need them despite our naval and air forces being objectively the better option for the protection of our nation due to our geography.
 
Not when we have oceans between us, the best navy, the hypothetically strongest Air Force, and are soon to get orbital superiority.

paratroopers when combined with unlimited flight time air transports would be great for country defense or potential hidden chrysallid outbreak, plus need boots on ground for garrison and holding actions and asset acquisition.
 
I am actually going through my cost again. It seems I somehow got an extra 1,800 action cost from somewhere I actually come in under budget I think. Could You help me out I want to get the price right?
I get 5950 for your total action cost including alien software for 10125 total costs so 1675 left over (goes to 1700) reduces interest next turn by 51 plus German oil sales. You may have been planning some boosts that you took out originally but still counted the cost with the extra boost.
 
paratroopers when combined with unlimited flight time air transports would be great for country defense or potential hidden chrysallid outbreak, plus need boots on ground for garrison and holding actions and asset acquisition.
We will also need marines for our space force at some point. Though my hope is to try and acquire some of these techs through tech trades/purchases with our allies, for example Australia has started the vehicle tech tree on the weapons side.
 
I linked the wrong revision of the tech tree, the update now includes the correct version.
So what are quench guns supposed to be? And what actions do we need to trade/buy tech with Australia and others?
Adhoc vote count started by Void Stalker on Dec 21, 2018 at 1:49 PM, finished with 95 posts and 29 votes.
 
I get 5950 for your total action cost including alien software for 10125 total costs so 1675 left over (goes to 1700) reduces interest next turn by 51 plus German oil sales. You may have been planning some boosts that you took out originally but still counted the cost with the extra boost.

Yeah that is what I got as well Thanks I adjust it again. Still don't know what I screwed up but what ever it good now.
 
just curious
Adhoc vote count started by tri2 on Dec 21, 2018 at 1:49 PM, finished with 95 posts and 29 votes.
 
paratroopers when combined with unlimited flight time air transports would be great for country defense or potential hidden chrysallid outbreak, plus need boots on ground for garrison and holding actions and asset acquisition.
Do you know how many troops we could carry with a full thousand of our largest possible troop transports? 60k. Do you know who would be stopped by 60k paratroopers? No one we should feel threatened by.

Chrysalids are extinct outside of XCOM, what do we have to garrison besides Greenland and a few islands? What holding actions or shitty euphemisms for looting or snatch and grabs going to do? I don't mind militarizing sooner or later, but infantry is the last thing we need to improve right now. It lacks the force concentration to make airlifting it attractive, is the quickest to setup, and is reliant on a ground war with us ivesting disproportionately more men than we might otherwise have to. It's easier to send a thousand fighters to the CAU than two hundred thousand unsupported infantry.
 
So what are quench guns supposed to be? And what actions do we need to trade/buy tech with Australia and others?
Quench guns are the improved Gauss weapons from the Foundry project. Tech trading/buying will unlock on a case by case basis. With the military alliance you meet the minimum requirements, but Australia is still reluctant to share their proprietary tech. This will change as your relationship deepens and trust builds. This will happen in the background so long as you maintain the alliance. It can be accelerated by taking actions which involve cooperation with Australia.
@Isaacssv558 is it confirmed ALL chrysalids have been exterminated on earth?
Yes.
 
Okay, so thread- I think it's time we actually plan how we're going to build our military in the near future so we don't keep putting it off. Divisions on whether to immediately pursue infantry, or officers, or what have you is diluting interest enough to prevent anything from getting done there and is liable to do so for a while.

In that interest, I think we should develop a new multi-role fighter and focus on getting at least a thousand or two of it into service so we actually have a way of projecting force. The Templar has an all missile layout in addition to a lack of variety of payloads. We should pursue a single flexible design here that can leverage our air advantage without immense time investments.

So, because I'm on the phone- and curious how people expand on this let's say the requirements are as follows; must carry at least some kind of laser weapon, be capable of carrying either 2 cruise missiles, 10 JDAMs, 4 torpedoes, or 10 various air-to-air missiles. It's preferable if it can fulfill one of the aforementioned load outs while carrying parts of another strike package.


Quench guns are the improved Gauss weapons from the Foundry project. Tech trading/buying will unlock on a case by case basis. With the military alliance you meet the minimum requirements, but Australia is still reluctant to share their proprietary tech. This will change as your relationship deepens and trust builds. This will happen in the background so long as you maintain the alliance. It can be accelerated by taking actions which involve cooperation with Australia.
So do they have any idea on how much of a tech lead we have? You gave us the techs they have but we don't, do they have any incharacter awareness that, hey, the Americans are trying to build as many alien alloys as they can? Or that we have fusion?

Which does bring up an interesting point- will alien alloys be a potential trade good? Because if so, proliferating the tech to people like Australia while we make Excellent AM foundries seems like it could be printing money.
 
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That mission was the worst. It took me at least a dozen tries on my first playthrough.
I just kept my entire team back at the extraction zone after clearing out all existing enemies, then sent one man into the whale ship, who then proceeded to run non stop back to the LZ with team giving cover fire, if he made it good, if not then rest of team leaves alive, he got lucky.
 
Okay, so thread- I think it's time we actually plan how we're going to build our military in the near future so we don't keep putting it off. Divisions on whether to immediately pursue infantry, or officers, or what have you is diluting interest enough to prevent anything from getting done there and is liable to do so for a while.

I think increasing the officer corp is the first thing we need. With an expanded Officer corp we can preform more action in the military. This might translate into another action for the military slot, but I pretty sure it will take a combination of officer and expansion of at least one branch.

In that interest, I think we should develop a new multi-role fighter and focus on getting at least a thousand or two of it into service so we actually have a way of projecting force. The Templar is overly large, and has an all missile layout in addition to a lack of variety of payloads. We should pursue a single flexible design here that can leverage our air advantage without immense time investments.

Definitely agree we have our interceptor let work on our multi-role fighter now.
 
I just kept my entire team back at the extraction zone after clearing out all existing enemies, then sent one man into the whale ship, who then proceeded to run non stop back to the LZ with team giving cover fire, if he made it good, if not then rest of team leaves alive, he got lucky.

Was this X-Com X-Com 2 or Long war since I dont remeber that mission.
 
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