Build A Better Salvager: an XCOM:LW Development Quest

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Your name is Dr. Thomas Bartmoss, and you have a problem. They're called Rookies, and they're terrible at killing Aliens. Fortunately, you're in XCOM. You can build a robot for this- now all you need to do is make the robot better than the rookies before they outpace it.
April, 2014

7734

Trust and verify.
Location
Philmont
Your name is Dr. Thomas Bartmoss, and you are having a no good very bad day. On one hand: you've been made the 3IC of the XCOM- the main method Earth has to fight Extraterrestrial Aliens- Engineering Department, which means your area of responsibility is the organization's assorted automated fighting vehicles. Problem: aside from the SHIV project by your predecessor, there are no automated fighting vehicles. If you had to describe his efforts, you'd use words like "enthusiastic" and "imcpetent" in equal measure.

However, the bastard did manage to get you a working product- barely- so you couldn't curse his name out too loud.

(GM Note: This first turn is done following a Demo Plan so there's no OP/Line post segregation. This is how everything looks forever here.)

POLITICS
[x] Establish New Project (Superheavy Infantry Vehicle, Pattern 00)
Roll: 3

Command has a palpable doubt in the future of the SHIV, nonetheless because the name was clearly thought up while all involved parties were in the bar shooting the shit with the Rookies. However, since the tech was there and the paperwork was filled out correctly, the project is given a greenlight to move forwards to development.

Development, in this case, mostly means playing with technological Legos. The treads system is hardly revolutionary, the engine is downright primitive, and the armor is painfully primitive: just RHS plates across the vitals, with a smattering of redundancies. If your predecessor hadn't completely dropped the ball with explaining this to Central and the Commander, it could be sold as an economy measure to allow every squad to possess their own SHIV as a backstop, immune to the terror of the Alien and the threat of the strange Psionics they wielded with impunity.

Instead, the machines were seen as a piecemeal attempt to salvage some dignity from the Engineering department, and as such were not viewed with any initial favor by the troops and squad leaders. However distasteful they might find them, though, the truth was simple: each machine offered too many advantages to ignore, starting with large 'saddlebag' compartments that could carry extra ammunition and medical supplies.

DEVELOPMENT
[x] Develop new weapon: Light Minigun
(Autopass)

The SHIV platform needed weapons. That much was clear. Current experience against the Alien suggested that most of their units were unarmored or lightly armored- the unusually-shaped Sectoid and curious Thin Men being the two types of enemy spotted so far, even if it was agreed that if they had two species, then there was likely also more than two species. To combat them, your predecessor had decided the best weapon should be of low caliber to maximize ammunition, and to have a high rate of fire to maximize suppression and to cover for any sins in mounting through volume of fire.

To this end, a modified light minigun was chosen: with best control of fire rate and caliber, it should be capable of engaging any known threats, and serving in all other rolls without major issue until such time as you deem it needs replacement.

- Unlocks: Heavy Minigun, Light Autocannon, TOW Missile mount

DEVELOPMENT
[X] Develop new module: Suppression System
(Autopass)

A large part of the decisionmaking behind the minigun main weapons armament was the ability to overwatch and suppress targets: however, given the issues with machine learning, AI, and sensors fidelity, it was decided that the focus would be on performing area suppression first and foremost in terms of field use, to which a specialized computational module to assist the fire control system was developed.

The 'Suppression System' was not an advanced piece of work, but it was a necessary one. Still, you weren't going to give your predecessor any credit: this should be a core system functionality, not a bolt-on piece of shovelware!

PRODUCTION
[X] New-Build SHIVs (Pattern 00)
Roll: 9

For all development of the SHIV has been a troubled existence, once the plans were done up and delivered to Dr. Shen, things went remarkably easy. With seventy-five percent of the chassis being COTS, it was remarkably easy to subcontract out almost all of the system, with XCOM only being on the hock for final assembly and calibration.

This month, you managed to get five new Pattern 00 SHIV units online, which were promptly put into the Community Resources Pool. You're fairly certain that when Allocations time comes up next month, they'll get pulled from the pool to be used elsewhere.



AFTER ACTION REPORTS

STRIKE 1: Has not conducted a mission with your equipment yet. 3 fatalities last month, 145% casualty rate. Strike Lead requests improved body armor or systems to aim with. Central is pleased.

STRIKE 2: Has not conducted a mission with your equipment yet. 3 fatalities last month, 145% casualty rate. Strike Lead requests improved weapons or systems to aim with. Central is pleased.

STRIKE 3: Has not conducted a mission with your equipment yet. 3 fatalities last month, 145% casualty rate. Strike Lead requests some method of bringing artillery or engineering support to help flush out enemy units entrenching around crashed UFOs. Central is pleased.

STRIKE 4: Has not conducted a mission with your equipment yet. 10 fatalities last month, 300% casualty rate. Strike Lead sacked, squad leaders sacked, unit has been brought in for reorganization.

STRIKE 5: Has not conducted a mission with your equipment yet. 5 fatalities last month, 200% casualty rate. Strike lead requests any assistance possible to prevent squads from going into "Alien Shock". Central is ambivalent.

Current Resources
-100 Budget
-5x Pattern 00 SHIV
-5x Light Miniguns
-3x Engineers
-0x Alien Alloys
-0x MELD
-0x Elerium

VOTES

Politics (Choose 1)

[] Expand Your Department: You've got people here, hard working people. That said, you need more resources to make everything shine: be that money, MELD, or manpower. (Select a resource, rolling 1d10. On success, gain resources. On fail, spend another resource to gain the selected resource. Political Capital is always the first resource spent this way.)
-[] More money
-[] More Alloys
-[] More Manpower
-[] More Elerium
-[] More MELD

[] Support Another Department: Sometimes you need to grease the wheels to get things going. Spending some time trading horses with various people, and see what you can get. (Roll 1d10. On success, gain Political Capitol, which lasts 3 months. On fail, gain nothing.)

[] Interact with Strike Teams: Go down into the Barracks and see what the Soldiers of XCOM think. May involve drinking. So, so so so much drinking. (No roll; takes the temperament of the base and soldiers, grants more information on Central/Strike Leaders)

[] Establish a New Project (Roll 1d10. On success, GM present an answer to the presented RFI, with attached quote for the project. Vague projects may )
-[] Write-in Project Name
-[] Write-in Project Goal
-[] Select Project Type (SHIV, MEC, Solo Operator, Crew Served)


Development (Choose two separate options. The same option cannot be chosen twice.)

[] Research New Theory: Sometimes you need to know more about things, and you need to do it sooner than Vahlen and her team are willing to look into it. (Costs 20 Budget, grants bonus to XCOM research speed for a turn. If a new tech unlocks, restore 1d20 Budget.)

[] Develop New Weapon: Your vics need more/better firepower. (Costs 10 Budget, roll 1d10/turn until TN hit.)
-[] Heavy Minigun: It's another minigun, but this one is better equipped to handle armor. (TN 10)
-[] Light Autocannon: Miniguns solve your accuracy problems by using more bullet. Autocannons solve that problem by adding explosive fill to the mix, which can ignore a lot of cover. (TN 15)
-[] TOW Missile: Really more of an anti-vehicle weapon in traditional use, this weapon will allow equipped strike teams to punch through any Alien infantry armor, or any UFO's deployable cover. (TN 20)

[] Develop New Module: As much as you wish the SHIV was capable of taking all its cues from software-side systems, a number of physical modifications need to be integrated into the chassis to get expanded capabilities. Time to develop some. (Costs 10 Budget, roll 1d10/turn until TN hit.)

-[] Targeting Module: One clean shot, and it doesn't matter what bullet you throw and it'll blow them away. (TN: 10)
-[] SCOPE: A general secondary fire computer, just like the ones the troops use. They might figure it out themselves if you don't work on it, though. (TN: 20)
-[] Marksman Scope: An improved optical system to extend engagement ranges off all SHIV platforms (TN: 15)
-[] Advanced Suppression Module: You can create a reliable, if small, zone of beaten ground with current systems. Time to improve that. (TN: 10)

[] Develop Infantry Kit: Sometimes you need to cross the fence and help out the Foundry Team develop answers to questions you never knew the Grunts had. (Costs 10 Budget, roll 1d10/turn until TN hit. When tech unlocks, refunds any Budget equal to remainder after TN. Grants Political Capital )
-[] Grenade Launchers: Whatever secret sauce the XCOM grenade suppliers were drinking means you don't have a 40mm grenade launcher to enhance your (combat) Engineers with. Fix that. (TN: 10)
-[] Infantry Optics: Whoever procured most of your leg infantry kit did so in what had to be the early 90s, and it's presently 2014. Build some basic optical enhancements so your soldiers aren't fighting over iron sights like savages. (TN: 10)
-[] Improved Rocket Launchers: See complaints about sidearms, really. This degree of slop is unacceptable: there has to be a way to accurize this somehow. (TN: 15)
-[] Develop Solo Heavy Weapon: XCOM's stash of light machine guns and general-purpose machine guns is impressive, but you can do better. Build a man-portable heavy weapon that'll knock everyone's socks off (TN: 20, Bonus Political Capital)
-[] Develop Crew Served Weapon: XCOM has a proud tradition of mobile warfare stretching back one whole month. Throw that shit out the window, right here right now: you need more firepower, and you know the solution is to slap a big gun on a tripod. (TN: 15, Bonus Political Capital)

[] Develop Facilities: You're supposed to get your own section of the Fortress-Anthill at some point, but that's obviously not happening this month unless you pour some of your own sweat, blood, and man-hours into it to get that excavation moving at a decent clip. (15 Budget, 1d10/turn, TN: 30. Grants Foundry, adding Tier 2 actions)

[] Develop Aerospace Capabilities: not unlocked at present

[] Develop Spaceborn Capabilities: not unlocked at present

[] Support Genetic Operations: not unlocked at present

[] Support Psionic Operations: not unlocked at present


Production (Choose one)

[] Produce a batch of SHIV Pattern 00 units.
-[] How Many? (Cost: 10/unit)

[] Produce a batch of SHIV weapons
-[] Light Minigun
--[] How Many? (Cost: 3/unit)

[] Refurbish a batch of SHIV units
-[] How many? (Cost: 2/unit, 1x SHIV corpse)

[] Cede Production time (Gains Political Capital)



So, welcome to Build A Better Salvager, the quest where you're frantically trying to replace the squishy, useless, memetic Rookies as fast as possible with robots that don't panic and die. This is going to be the mother of all uphill battles, so the mechanics are going to be fairly simple. Do note, however, that due to not being limited to a video game, the tech tree is not a 1:1 copy of the Long War tech tree. This makes things more interesting, and give players more room to find new and exciting combinations of weapons and tech.

In this quest, everything is decided by d10 rolls, which will slowly push their way to a Target Number (TN) for listed projects. As the department researches things and Vahlen unlocks new tech, more options to work on will become available, to be matched by action economy going up by one action per ten engineers the group has. Turns take one month: don't be suprised if new tech unlocks out from under you to change things.

Each update is going to be divided simply: GENERAL NEWS, for narrative status and XCOM-wide announcements, POLITICS for your politics action and counter-reactions that may change your goals for the turn, DEVELOPMENT for the meat and potatoes of the Quest, PRODUCTION for turning these developments into weapons your people can use, and then AFTER ACTION REPORTS to show how what you're doing affects things on the ground. Not all information will be guaranteed to make it into every update, however: please remember to read the thread for more notes.
 
[X] Plan Digging Deep
-[X] Expand Your Department:
--[X] More Alloys
-[X] Develop Facilities:
-[X] Develop New Weapon
--[X] Light Autocannon
-[X] Cede Production time (Gains Political Capital)

First off we might as well see if we can get our hands on some alloys. That'll probably be useful sooner rather than later, and we don't really need to talk to anyone this early on.

The next order of business is digging ourselves a foundry. We need our own space. I'm not entirely sure what else to develop. I'd like something to make our SHIVs tougher, but I don't see that as an option. So getting a cannon seems like a decent option. Otherwise I'd probably go for the targeting system.

For production we already have five shivs and I don't feel it's worth producing spares when we don't even know how well they're going to work yet. Might as well gain a little political capital instead.

@7734 what does the SCOPE do. It wasn't entirely clear to me. Also should we be doing plan votes?
 
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[X] Expand Your Department:
-[X] More Alloys
[X] Develop Facilities:
[X] Develop New Weapon
-[X] Light Autocannon
[X] Cede Production time (Gains Political Capital)

Shouldn't the TOW launcher already vehicle mounted? The biggest problems I see with it are weight and back blast, which should prevent duck tape and superglue from working as a mounting system.
 
[X] Support Operations
-[X] Interact with Strike Teams
-[X] Develop Infantry Kit
--[X] Infantry Optics
-[X] Develop New Module
--[X] Targeting Module
-[X] Cede Production

Essentially, we're designing in a vacuum. We don't know what our design constraints are, other than "a vehicle than can be pushed out the back of a Skyranger," and frankly, support vehicles probably shouldn't be the priority until we have some kind of doctrine to employ them.

This is a plan designed to give us as many options as possible going into Month 2. A sensor platform -- something to improve accuracy and provide better real-time firing solutions -- is something Strike 1 and Strike 2 have both asked for, but until we have a much better idea of what the combat role of a SHIV is and how much we should be prepared to throw around autocannon rounds in major metropolitan areas, we focus on supporting the rest of XCOM as efficiently as possible and being the best team member we can be.
 
[X] Interaction, Strike Teams 1&2 Optics, Foundry ASAP, Cede for PC.
-[X] Interact with Strike Teams: Go down into the Barracks and see what the Soldiers of XCOM think. May involve drinking. So, so so so much drinking. (No roll; takes the temperament of the base and soldiers, grants more information on Central/Strike Leaders)
-[X] Develop Infantry Kit: Sometimes you need to cross the fence and help out the Foundry Team develop answers to questions you never knew the Grunts had. (Costs 10 Budget, roll 1d10/turn until TN hit. When tech unlocks, refunds any Budget equal to remainder after TN. Grants Political Capital )
--[X] Infantry Optics: Whoever procured most of your leg infantry kit did so in what had to be the early 90s, and it's presently 2014. Build some basic optical enhancements so your soldiers aren't fighting over iron sights like savages. (TN: 10)
-[X] Develop Facilities: You're supposed to get your own section of the Fortress-Anthill at some point, but that's obviously not happening this month unless you pour some of your own sweat, blood, and man-hours into it to get that excavation moving at a decent clip. (15 Budget, 1d10/turn, TN: 30. Grants Foundry, adding Tier 2 actions)
-[X] Cede Production time (Gains Political Capital)

Talk with the Strike Teams, build up Optics due to Strike Team 1 and 2 needing it (wait for actual 'feedback' on the SHIVs before going devving), make that Foundry fast!- And Cede Production for Political Capital. Not sure when we'll need it...

...wonder how this Quest will turn out though. o.o;

EDIT: Oh hey, a Plan!
[X] Support Operations
 
Looking over the after action reports from the squads, it looks like the "good" squads want improved aiming systems and heavier organic firepower (and armor, but XCOM doesn't appear to have plans for armor that works against green ray guns). If we can get the grunts something that they want (and they do well with it) then Central will be happier with our group.

Improved Optics is an "easy" (10 TN) project that addresses the aiming system. On the other hand I don't have high hopes for the rookies even with better aim. Improved rocket launchers is more expensive, but rocket shots are more important than standard rookie bursts.

There's lots of options for better firepower. Depending on if we want our SHIVs to carry the big stick options or try to get the rookies to carry real weapons for UFO parties.

[X] Modernization Efforts
-[X] Expand Your Department
--[X] More Manpower
-[X] Develop Infantry Kit
--[X] Grenade Launchers (TN: 10)
-[X] Develop New Module
--[X] Advanced Suppression Module
-[X] Produce a batch of SHIV Pattern 00 units.
--[X] 3 Units (30 Budget)

I would rather have SHIVs forcing the Ayys to keep their heads down. The Foundry project gives Political Capital when finished, which might let us grab more resources later. Extra firepower for the strike team to drop on the heads of suppressed Ayys feels like a good idea as well. For SHIV improvements I've selected the better suppression option for better teamwork with other SHIVs (and squishy rookies I guess).

Those 5 SHIVs in the pool are going to go quick, but I'm not sure how budget is handled. If we need to spend expand options for every bit of budget there is a strong pressure to keep enough in the bank so the research doesn't grind to a halt.
 
@7734 what does the SCOPE do. It wasn't entirely clear to me. Also should we be doing plan votes?

Yes to plan votes, and SCOPE mechanically is a +8 Aim: one of the largest +Aim sources in game. In BABS, that means it fulfils requests to make troops more accurate, as well as unlocks an awesome piece of kit that will significantly reduce casualties by letting Snipers, Gunners, and Infantry actually hit what they aim at.

Shouldn't the TOW launcher already vehicle mounted? The biggest problems I see with it are weight and back blast, which should prevent duck tape and superglue from working as a mounting system.

It is, yes; now you've got to rig the damn thing to get fired by a Windows 7 box with a couple of cameras doing their best googlie-eye impression that might be working in close coordination with Rookies, the useless mouthbreathers that they are. New platform teething problems are very much a thing.

We don't know what our design constraints are, other than "a vehicle than can be pushed out the back of a Skyranger,"

To be blunt, I won't be throwing any 'gimmie' moments such as "this is too heavy to throw out the back of the Skyranger" or whatnot, that's just bad writing. That said, the doctrine sheet is basically a blank slate at the moment for a very good reason: nobody's really come up with it yet, aside from the Strike Leader/Squad Leader distinctions which themselves are kind of a compromise. Point being: it's a hot mess right now.

...wonder how this Quest will turn out though. o.o;



now, admittedly, Strike 1-5 are big enough that's pretty sustainable, but well... Central has not yet curbed his enthusiasm.

Those 5 SHIVs in the pool are going to go quick, but I'm not sure how budget is handled. If we need to spend expand options for every bit of budget there is a strong pressure to keep enough in the bank so the research doesn't grind to a halt.

While I'm not going full use it or lose it, if you don't ask Papa Shen for money then you ain't getting any money.
 
[X] Support Operations
-[X] Interact with Strike Teams
-[X] Develop Infantry Kit
--[X] Infantry Optics
-[X] Develop New Module
--[X] Targeting Module
-[X] Cede Production
 
It is, yes; now you've got to rig the damn thing to get fired by a Windows 7 box with a couple of cameras doing their best googlie-eye impression that might be working in close coordination with Rookies, the useless mouthbreathers that they are. New platform teething problems are very much a thing.



To be blunt, I won't be throwing any 'gimmie' moments such as "this is too heavy to throw out the back of the Skyranger" or whatnot, that's just bad writing. That said, the doctrine sheet is basically a blank slate at the moment for a very good reason: nobody's really come up with it yet, aside from the Strike Leader/Squad Leader distinctions which themselves are kind of a compromise. Point being: it's a hot mess right now.
At this point, why don't we just build a mounting system onto a SHIV, and use it as the demented combination of a micro tractor, roomba, and segway? Mount a normal stand supported weapon to it, and just have the crew fire it normally. The advantages are that they don't have to carry it themselves, and and can move it while set up.
 
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[X] Plan Scope and Foundry
-[X] Interact with Strike Teams: Go down into the Barracks and see what the Soldiers of XCOM think. May involve drinking. So, so so so much drinking. (No roll; takes the temperament of the base and soldiers, grants more information on Central/Strike Leaders)
-[X] Develop New Module: As much as you wish the SHIV was capable of taking all its cues from software-side systems, a number of physical modifications need to be integrated into the chassis to get expanded capabilities. Time to develop some. (Costs 10 Budget, roll 1d10/turn until TN hit.)
--[X] SCOPE: A general secondary fire computer, just like the ones the troops use. They might figure it out themselves if you don't work on it, though. (TN: 20)
-[X] Develop Facilities: You're supposed to get your own section of the Fortress-Anthill at some point, but that's obviously not happening this month unless you pour some of your own sweat, blood, and man-hours into it to get that excavation moving at a decent clip. (15 Budget, 1d10/turn, TN: 30. Grants Foundry, adding Tier 2 actions)
-[X] Cede Production time (Gains Political Capital)

@7734 Am I reading that correctly, that SCOPE can be used both by shivs and infantry? Then let's focus on that first. We should also start digging a Foundry, with 30 TN it might take a while to get built.
 
[X] Plan Scope and Foundry

I'm not convinced that interacting with the strike teams is going to be very useful right, but I do like the SCOPE and digging.
 
Going to plonk down some assorted thoughts based on my fuzzy memories of XCOM and fuzzier memories of LW.

If you have to ask yourself if you have enough explosives, the answer is no. If you don't have to ask yourself if you have enough explosives, the answer is still no. If explosions don't solve a problem, you aren't using enough of them.

Relatedly, as this is a quest, you may wish to investigate... alternative payloads for your grenades and rockets, especially things that shiny metal robots won't be bothered by. Dr. Vahlen will be happy you're not wrecking precious salvage, and aliens aren't subject to the Geneva Convention.

Flashbangs are your friends.

If/When EXALT shows up, get more explosives. Yes, more than you're already getting. No, you don't already have enough. They pack those clown cars full.

This is when I'd normally say something like 'Rush lasers at all costs,' but I believe those are a a tier or two higher in LW, so they may have to wait. Still, any weapon upgrades that also raise accuracy are something you'll want to snag when they turn up.

If you can reach forward a couple decades and swipe a couple pages from the Reaper's playbook, do so. Cars don't count as cover when you can explode them on a whim.
 
SHIVs becoming useful? This really is an AU. I'll admit I never played Long War but they always lagged too far behind the meat for me to be interested in them.
[X] Plan Scope and Foundry
 
At this point, why don't we just build a mounting system onto a SHIV, and use it as the demented combination of a micro tractor, roomba, and segway? Mount a normal stand supported weapon to it, and just have the crew fire it normally. The advantages are that they don't have to carry it themselves, and and can move it while set up.
You can suggest that when it comes time to develop SHIV Pattern 01, but the more things you want to change the higher you'll raise the TN. Going to manual control only would take out the primary computer systems, but then you have to develop an adaquetely protected cockpit for it and still risk the Psi weapons that target manned vehicles.

@7734 Am I reading that correctly, that SCOPE can be used both by shivs and infantry? Then let's focus on that first. We should also start digging a Foundry, with 30 TN it might take a while to get built.

Correct, SCOPE can be used by all units in this quest (Robot, MEC, Infantry for those wondering) and everyone likes it. While not always the best option to take, it is always a very good option for everyone; especially early-pattern SHIV units with their mediocre Aim stat.

Relatedly, as this is a quest, you may wish to investigate... alternative payloads for your grenades and rockets, especially things that shiny metal robots won't be bothered by. Dr. Vahlen will be happy you're not wrecking precious salvage, and aliens aren't subject to the Geneva Convention.

I'm willing to entertain using gas weapons here, but that implies you actually know which gas weapons will hurt the Aliens. Standard war gasses will clonk the Sectoids just fine, for instance, but Thin Men? VX ain't gonna work on that, chief. You'd have to tailor your gas weapons to the target species, and there are several gas-immune enemies in the game. Don't bet the farm on the spicy air here. When it comes to "target for gas" though, EXALT? Completely fair game.

If/When EXALT shows up, get more explosives. Yes, more than you're already getting. No, you don't already have enough. They pack those clown cars full.

If you've unlocked the Salvo Rocket system at that point, Strike-Five will have a story about managing to an EXALT APC with a salvo, and it just fountains corpses everywhere like a comedy zombie movie.

SHIVs becoming useful? This really is an AU. I'll admit I never played Long War but they always lagged too far behind the meat for me to be interested in them.

In LW, you get SHIVs out the gate, and they're incredibly useful at making Early Rookie Problems be a little less bad. However, they also need a lot of work to get the kinks out of 'em, and they still die a lot (which is why "rebuild SHIV corpse" is an action you can take here.)
 
To be blunt, I won't be throwing any 'gimmie' moments such as "this is too heavy to throw out the back of the Skyranger" or whatnot, that's just bad writing. That said, the doctrine sheet is basically a blank slate at the moment for a very good reason: nobody's really come up with it yet, aside from the Strike Leader/Squad Leader distinctions which themselves are kind of a compromise. Point being: it's a hot mess right now.
So, how far can we deviate from the standard XCOM doctrine?

To come up with one example, giving Central a collection of off-the-shelf quadcopter drones would do a lot about the "randomly blundering into the enemy in an open field, problem."
 
I'm willing to entertain using gas weapons here, but that implies you actually know which gas weapons will hurt the Aliens. Standard war gasses will clonk the Sectoids just fine, for instance, but Thin Men? VX ain't gonna work on that, chief. You'd have to tailor your gas weapons to the target species, and there are several gas-immune enemies in the game. Don't bet the farm on the spicy air here. When it comes to "target for gas" though, EXALT? Completely fair game.

Gas wasn't the first thing I had in mind for that; I was originally going to end it with...

EDIT: You know, some puns, no matter how awful, don't actually deserve to see the light of day.
 
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Gas wasn't the first thing I had in mind for that; I was originally going to end it with "Do you feel like a hero yet?" but didn't because it felt a but too.... inflammatory.

...

I'll uh, I'll go ahead and show myself out.
That pun was the real war crime here.
 
So, how far can we deviate from the standard XCOM doctrine?

To come up with one example, giving Central a collection of off-the-shelf quadcopter drones would do a lot about the "randomly blundering into the enemy in an open field, problem."

For the first, talk to the troops to figure out what current doctrine is. For the second, this is still 2014, so keep that in mind for tech stuff. Right now you've got battle scanners and pluck, the question is can the officers and NCO corps use them.

Gas wasn't the first thing I had in mind for that; I was originally going to end it with "Do you feel like a hero yet?" but didn't because it felt a but too.... inflammatory.
That pun was the real war crime here.

A; incendiary weapons aren't Geneva limited past the usual "don't shoot noncombatants you dense motherfucker" rules
B; there's a flamethrower for MEC units in base game
C; if you want to make war crimes jokes for sake of being edgy, please get right the fuck out. Not because you're being edgy little shits, but because I write Lancer stuff which means I have had to actually read what counts as a war crime for work. I'm not writing this to have a serious discussion on whatever crimes against humanity a Wagnerite gets up to in their free time, I'm writing this to have fun.
 
Huh, completely forgot that MECs had flamethrowers. Though to be fair, I don't recall ever getting around to using MECs much, too many other things to spend resources on.

(Also, fair, not sure what came over me there. I"ll just go ahead and snip that out.)
 
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