Spaceman42 Posted February 20, 2003 Share Posted February 20, 2003 Aye. I got bored one day, and started thinking about the X-COM manual. Completely useless, I thought, for what it was intended. The USG was more helpful, but still - all those statistics and stuff was confusing! Then it hit me - why not make an "Army-Style" Field Manual for X-COM? The problem is, I'm not great at writing *military*-style BS to fill the Introduction and History parts of some of the chapters, and my tactics usually involve sending my troops one-after-the-other into the craft, rather than using any kind of 'safe' strategy. Anyone feel like helping with such a project? I'll see if I can't up what I have on my webspace sometime soon. [Word 2000 format; if you can't open that, I'll see what I can do.] Link to comment Share on other sites More sharing options...
NKF Posted February 20, 2003 Share Posted February 20, 2003 Oh I don't know, it tells you tanks are powerful weapons and that the Skyranger is leased from Russia... and, and... um, yeah, you're right. I also noticed that it doesn't even tell you all you need to know about the right mouse button and the Geoscape zoom controls either, and how pressing any button on the keyboard toggles the Geoscape overlays. Word can save files as a Rich Text File (RTF). It's a universal format that most word processors on a variety of OS's should be able to open with no trouble (and if you're using an ancient version of Word, beneath 2000 at least, the files are much smaller too). Only problem is that you cannot include any images in RTF documents as they tend to be stored uncompressed, and this make the files gigantic. - NKF Link to comment Share on other sites More sharing options...
Solfius Posted February 20, 2003 Share Posted February 20, 2003 what right mouse button funstions and Geoscape overlays?? Link to comment Share on other sites More sharing options...
Spaceman42 Posted February 20, 2003 Author Share Posted February 20, 2003 I was thinking more about the combat strategies and suchlike than the interface but... yeah. HERE's the document, if you want to see what I have so far. [And it even *looks* like a field manual, too! Wiggy!] Link to comment Share on other sites More sharing options...
Slythe Posted February 20, 2003 Share Posted February 20, 2003 right click anywhere on the actual globe and it will center on that spot, and right click on the zoom buttons and it will automatically zoom to the maximum degree. Link to comment Share on other sites More sharing options...
Hobbes Posted February 20, 2003 Share Posted February 20, 2003 Neat idea Spaceman! I've just taken a look at it and I'll get back to you later Link to comment Share on other sites More sharing options...
Solfius Posted February 20, 2003 Share Posted February 20, 2003 yeah, would be useful for people like me who have no tactics What about overlays? Link to comment Share on other sites More sharing options...
sluissi Posted February 21, 2003 Share Posted February 21, 2003 I've done something that's on the same concept, but absolutely nothing like this, I got really bored in class one day and started reading Hagakure, very good book, anyway, it's really just a japanese guy's journal translated, but it has many things involving military, honor, and such, well, after a long session of reading that, I decided to write down some x-com tactics for some reason, and they ended up coming out like some of the things in Hagakure, so I now have about 3 pages worth of japanese proverbish military video game tactics, sounds weird yes... and my friend laughed at it as he was looking through my notes one day. Link to comment Share on other sites More sharing options...
NKF Posted February 21, 2003 Share Posted February 21, 2003 You know, I was planning to write a strategy guide of my own some time in the future. Well, not really a guide per se. Just a collection of strategies I occasionally use that might give other players some ideas of their own, plus some notes. That sort of fing. Just never had a chance to get round to it. Solfius: Ever notice how the text overlays on the globe (usually when you're zoomed in) seem to appear and dissapear every so often? Well, you can toggle the text overlays on and off by pressing any key on the keyboard[1]. Personally, I've always found this aspect annoying, since even renaming your base, a soldier or the name of a savegame slot (and the + and - volume buttons in the dos edition) tends to toggle the overlay. - NKF [1] Or if you don't have an 'any' key, just push something. Anything. Link to comment Share on other sites More sharing options...
JellyfishGreen Posted February 21, 2003 Share Posted February 21, 2003 I forsee a future. A future where the XCOM UFO forum has two topics, both great, both pinned. In one, an FAQ of tactics. Where big long posts on strategies are accepted. Where a book could later be written, an Unofficial Strategy Guide, by sorting the posts into chapters. Where NKF-sensei has his own index entry. In the other, a FAQ of mods. Where hex offsets, utilities, and other arcana of the modders are preserved for electronic posterity. Although such guides work better when an editor has control over the chapter structure, our forum doesn't really allow for that structure. So we'd have to post first and organize later. But that's my dream. Link to comment Share on other sites More sharing options...
Fox Posted February 22, 2003 Share Posted February 22, 2003 Tactics guide... sounds sexy. I would love to help out in such an endeavor, but I'm trying to concentrate on my fanfic right now. Anyone who does it should include screenshots for everything. Whoever plans to do it should post a bunch of things they need screenies for, and I'd be glad to get some of them for ye. Link to comment Share on other sites More sharing options...
NKF Posted February 24, 2003 Share Posted February 24, 2003 How about getting things off to a good start with a brainstorming session? The details can be filled in as we go along. For example, one common and very useful strategy is the grenade relay. The art of the grenade relay can be utilised for another use -- rapid transportation of equipment into the field such as ammunition, electro-flares and medical kits. - NKF Link to comment Share on other sites More sharing options...
BladeFireLight Posted February 24, 2003 Share Posted February 24, 2003 Here is some input I have: Basic Stats: Basicly what stats should be consitered OK and what make a unit cannon fotter IE: Bravery 40+ Fireing Accuract 50+ Health 30+ Reactions 40+ Psy Strength 50+ Soldier Specialization: Some units are better suited for some takdes than others Giving a unit a task that uses their best abilities gives them a better chance of servival Examples of specaities Point/Scout: This is the person who leads the squad into battle Base stats + Reactions 50+ Fireing Accuracy 60+ Time units 55+ Heavy Weapons: Their job is to lug arround the big guns - BB, Autocannon, rocket launchers Base Stats + Strength 35+ Stamina 60+ Fire Accuracy 60+ Grenadir/Medic/HW Support: This guy caries the squad medkit w/ extra grenades and extra ammo for the HW guy Base Stats + Strenght 35+ Throwing Accuracy 70+ Psy Op: This unit rearly leaves the landing craft Base Stats + Time Units 50+ Psy Strenght 90+ Psy Skill 25+ Trooper: Your Basic unit Base Stats Cannon Fodder: This guy is below the base Stats. they work best as scouts. they are not worth woring about if they get killed but if they live and improve their skills.. all the better I like the add a //HW after a unit name to denote the specialist status. then I can ballance out my squads The 80 Item Limit: Regardless of the size of the tranport your using, Your limited to 80 items of equipment. Although you have plenty of space at the begining of the game, you find it a major limitation Ways to work with the limit: Limit amount of Unnessisary Equipment: Not every one needs a Medkid. dont carry 2 guns, etc.. Use HWP's: They may not gain experiance but they only take 1 entery in the 80 item limit Restict Ussage of Larg Weapons: Not every one needs an Autocannon Use the Latest Equipment: Lasors dont require clips and Plasma weapons dont alwase need the spair clip. (you can use the alins ammo) Go for vercitility: Use an auto cannon with INC rounds instaed of 12 flairs for a night mission Use Specialists: Only give granades to the ones who can actualy throw. One reall good PSY unit is as good as 3 avrage Psy units Here is an example load out: 1 HWP 2 five man squads UNIT Sace Used 1 HWP 1 4 Troopers: Each Has 1 plasma rifle w/1 extra clip 12 3 Grenades 12 2 Heavy Weapons: #1 has 1 Autocannon (HE) w/2exra clips (1INC, 1 HE) 4 #2 Has 1 Heavy Cannon (HE) w/ 2 extra clips (1INC 1 HE) 4 Each Has 3 grenades 6 2 Grenader/medic: Each Has 1 Plasma Pistole w/1 Extra Clip 4 3 Grenades (combo of Std, Alien, Perox, HE) 6 1 Med Kit 2 2 Point Men: Each has 1 Plasma Rifle w/1 Extra Clip 4 3 Grenades (combo of std, alien, perox) 6 1 Motion Scaner 2 Total: 63 I have some more about Cover fire, Fireteams and Formations if your interested -Blade FireLight Link to comment Share on other sites More sharing options...
Hobbes Posted February 24, 2003 Share Posted February 24, 2003 Well, here's what I've been working in the last past days. I used the format of Spaceman42' file and started to fill out some of the entries. The language might not be too clear but I tried to keep it to a military style, based on some field manuals I've been reading. Sorry for the size of the post. This isn't by no means complete, so please tell me what you think of the attempt. 1003 General Squad Organization The standard deployment force for X-Com operations is the squad, whose size can vary depending on the planning previous to the mission and also to other factors, such as transport limitations and the availability of personnel. 1003.1 Individual Skills One of the most essential aspects of a squad are the troopers assigned to it and theirindividual skills. There are ten different physical characteristics that a commander musttake attention to: Time Units (TU) - Determine how far it will be able to move Stamina (ST) - Repeated movement by the soldier will deplete his energy levelsBravery (BR)- Higher levels will avoid the possibility of panic reactionsHealth (HT)- Reactions (RA)- Together with the time units it determines the soldier's ability to react to hostile movement/fireFiring Accuracy (FA)Throwing Accuracy (TA)Strength (ST)Psi Strength (PST)Psi Skill (PSK) Based upon those skills, a tactical leader should give specific tasks to each soldier: - Scout (high TU/ST). The scout is a lightly armed soldier whose task is to move ahead and identify targets for the main force. He is usually equipped with a pistol or rifle. - Close Assault (high ST/very high RA). A soldier assigned to this position should be placedto guard passageway locations that are very likely to be used by the enemy, such as doors, elevators or corridors. It should also carry heavy weapons armed with non-explosive ammunition. - Sniper (high FA/RA). Snipers should placed in high terrain, such as hills or buildings, wherethey can have a clear view of the battlefield and take out any hostile that loiters into the area. They should carry accurate weapons.- Grenadier (high ST/TA). Grenadiers deploy explosives to take out large concentrations of hostiles, attack targets that are out of sight for direct line weapons (such as a hostile taking cover behind a wall or hill) and for demolition purposes. - Marksman (high FA). The role of marksmen is to provide continuous gunfire to neutralize any threats detected by the scouts. They are usually assigned with rifles, although pistols can also be used, along with heavier weapons. - Heavy Weapons (high ST/FA). These soldiers deploy the heaviest weapons on the field, such ascannons or heavy launchers and use them against large groups of hostiles or to clear the landscape. Finally, it's important to mention that the positions can be interchangeable. For instance, a sniper can be used in the field to close assault duty since both tasks require a high level of reactions and it can also be used for any role that requires a high firing ability if he has the appropriate weapon. And usually scouts can also be used in a grenadier position. 1003.2. Battleteams and Fireteams The basic element of squads are the battleteams, which have two soldiers. Each soldier shouldbe paired with another while operating on the field so that the enemy isn't able to pick out individually the squad members. The members of the battleteam cover one another while advancing/retreating and they work together to locate the member, with one soldier moving while the other waits ready to engage. The next element of squads are the fireteams, which are composed from three to six soldiers. A fireteam is the basic element to maneuver and conduct fighting operations. It's very flexible, containing a mixture of the different tasks identified above so that it can deal with a numberof tactical situations. 1003.3. Heavy Weapons Platforms (HWPs) 1004. Specialized Squad Organization The internal organization and composition of a squad must be chosen while taking into consideration a number of factors, such as terrain, the nature (race) of the hostile forceand its capacities and finally the mission objectives. Below there's a list of possible squads, together with suggestions for their use: - General Squad. The most common squad usually a balanced mixture of the positions describedon 1002. Its most usual deployment is on forest/jungle/farm, where the nature of the terrain is a mixture of clear spaces and obstacles. - Light Squad. The light squad is usually deployed in situations where there's clear terrain,light opposition and the mission objectives involve the retrieval of small alien craft. Light squads should be composed mainly of Marksmen and Scouts, with a couple of Snipers and a Heavy weapons specialist. - Assault Squad. The assault squad should be deployed in tactical situations where the objective is the capture of a medium to large hostile craft. The main composition of the squad must be made of Assault/Sniper soldiers, with two pairs of Scouts/Grenadiers. - Heavy Squad. The heavy squad is built upon one emphasis: firepower. It is used in situations where enemy opposition is expected to be heavy. It should contain several heavy weapons specialists, along with scouts and grenadiers. Chapter 2. Initial Deployment 2001 INTRODUCTION The squad commander upon deployment must perform the following actions: - Assess the characteristics of the landing zone, namely the terrain and any natural/artificial obstacles around the Skyranger. - Identify all hostiles in the vicinity of the transport that might endanger the landing operation- Deploy forces to engage and neutralize them- Establish a safety perimeter around the craft by the use of smoke covers and maintaining proper distance between the squad members. Link to comment Share on other sites More sharing options...
BladeFireLight Posted February 24, 2003 Share Posted February 24, 2003 *bows in front of Hobbs* "I'm not worthy! I'm not worthy" Link to comment Share on other sites More sharing options...
Spaceman42 Posted February 24, 2003 Author Share Posted February 24, 2003 Hmm. But would they be able to *see* the numbers? Unless X-COM has some sort of assessment scale for each skill... Cool anyway, I'll see how they fit in the file. I have an actual logo now, screencapped from the TFTD manual [.pdf]... Link to comment Share on other sites More sharing options...
Hobbes Posted February 24, 2003 Share Posted February 24, 2003 Determining an assessment rate for each skill might be tricky since each player has its own opinion about the acceptable levels. I didn't include mine to avoid starting a discussion on the matter but here they go: TU: + 65SA: + 65BR: + 30RA: +50FA: +60TA: +70ST: +35 Usually to reach such high TU/SA stats it takes a number of missions so I only have real 'Scouts' by the middle of the game. Link to comment Share on other sites More sharing options...
Spaceman42 Posted February 24, 2003 Author Share Posted February 24, 2003 I'm trying to think of some way we could remove the numbers [since they don't see the numbers in the "real" world, do they?] but still be fairly clear about what is meant... Link to comment Share on other sites More sharing options...
Hobbes Posted February 24, 2003 Share Posted February 24, 2003 You could just use "high" reactions and so on. Experienced players can interpret it the way they want and it will make new players to have to compare the skills on each soldier and learn something. But I would think it would be better for new players if they had an idea (in numbers or any other simple way) that tells them a concrete value for "high". Link to comment Share on other sites More sharing options...
BladeFireLight Posted February 24, 2003 Share Posted February 24, 2003 I would think the real military has some way of rating unit skills. Link to comment Share on other sites More sharing options...
JellyfishGreen Posted February 25, 2003 Share Posted February 25, 2003 Just pretend they're scores on standardized assessment tests Link to comment Share on other sites More sharing options...
JellyfishGreen Posted February 25, 2003 Share Posted February 25, 2003 Since I did entirely too much thinking on this topic for the sake of the fanfic, I'd like to present my go at the HWP chapter. 1004.5 HWP TeamThe Mobile Heavy Weapons Platform, or HWP, is a remotely operated armoured robotic chassis. Using standard comlink frequencies and an encrypted control channel, the HWP operator is able to achieve tight interaction with the rest of the squad despite being in a remote physical location. The HWP sensor suite gives the operator visual acuity equivalent to the soldiers on location. The HWP chassis is 1.2 meters wide by 1.5 meters long by 1 meter high. It is capable of 40 km/h speeds and has a 100kg load capacity for ammunition. It is often referred to as a miniature tank and can be used in similar roles. 1004.5.1 Main roles 1004.5.1.1 ScoutingHigh speed allows recon over wide region. Care must be taken to not get so far ahead that the HWP cannot be supported by the rest of the squad. 1004.5.1.2 BoundingThe high speed of the HWP enables it to cover ground quickly and establish presence in flanking positions, supporting further squad movement. 1004.5.1.3 Forced EntryThe main advantage here is that where loss risk is high, the HWP can be used as the breaching unit in order to protect the more valuable soldiers. Combine with other tactics such as smoke. Remember the tank is not as manuverable as a soldier and passageways may have to be widened for access. 1004.5.1.4 Hostile Area DeploymentSimilarly the HWP, when placed at the exit ramp, can save lives by being the first unit deployed into hostile landing zones. The HWP should seek to establish as many enemy positions as possible before returning fire. 1004.5.1.5 Heavy Weapons SupportSurprisingly a little used role, the HWP can offer HW support to fireteams without a HW component and can even make use of its speed to support multiple teams by travelling between them. 1004.5.2 ArmamentRecoil design constraints limit the size of the armament for the HWP platform. The following armaments have been approved for field use. 1004.5.2.1 Cannon 25mm (M242 Chain Gun)The 25mm high velocity round provides firepower between that of the Auto and Heavy cannon in damage capability. 50 round magazine. Single-shot mode only. 1004.5.2.2 Rocket 66mm (M202 Quad Launcher)The two quadruple rocket pods provide 8 high explosive rocket munitions. Firepower is approximately equivalent to the Small rocket for man-portable rocket launchers. Should never be left to reaction-fire in close situations. Laser:5004 classifiedFirepower similar to Portable Heavy Laser, improved X-Alloy armour.Plasma:5004 classifiedStandard model comes with Hoverdrive, Eleurium use negligible.Fusion:5004 classifiedA lighter rating of Blaster Launcher weaponry, shares programmable projectile path ability for indirect fire. Ammo capacity similar to Rocket tank. Same warnings apply. JFG Link to comment Share on other sites More sharing options...
Spaceman42 Posted February 25, 2003 Author Share Posted February 25, 2003 I'd put the stuff about the "research-required" tanks in the "speculative technologies" section; after all, the date on the FM says "1998", doesn't it? [Actually, *I * don't even remember.] Link to comment Share on other sites More sharing options...
Hobbes Posted February 25, 2003 Share Posted February 25, 2003 Nice description and tactics Jellyfishgreen. OK, for the sake of organizing the work around this topic I've looked into what needs to be done concerning Spaceman's document. I've been adding some more stuff concerning general movement and tactics to what I've done previously. But there's so much more to add. There are a couple of things already mentioned by NKF and others such as the grenade relay trick, the use of stun launchers against Sectopods and so.I suggest that people keep brainstorming and mention everything little thing they know, no matter how simple or stupid it might sound. If it works then it has a place on the manual. Below I added some food for thought on the subjects that are empty as yet. - How to successfully assault a UFO? What variations are possible for each different craft? (Scouts, Harvesters, Supply Ships, etc.)- How to make a retreat in case things get sour?- How to use the terrain to your advantage? - How to use and control the blast of HE ammunition (splash damage)? Link to comment Share on other sites More sharing options...
Hobbes Posted February 25, 2003 Share Posted February 25, 2003 OK! Below there's some more stuff I've just finished. Read it and give your opinion. I've included the JellyfishGreen's HWP entry on the stuff I've done before. One thing that is necessary is to present the advantages/disadvantages of carrying a HWP instead of 4 soldiers. Anyone up to it? I'd do it myself but I'm about to get started on the general movement tactics. Chapter 2. INITIAL DEPLOYMENT 2001. INTRODUCTION The squad commander upon landing must perform the following actions: - Assess the characteristics of the landing zone, namely the terrain and any natural/artificial obstacles around the Skyranger. - Identify all hostiles in the vicinity of the transport that might endanger the landing operation- Deploy forces to engage and neutralize them, taking attention to both flanks of the transportand also the area around the cockpit. - Establish a safety perimeter around the craft by the use of smoke covers, maintaining proper distance between the squad members and securing the rear of the squad. 2002. DISEMBARKING TACTICS 2002.1. THE FRONT ROW FIRETEAM The fireteams that are the first to deploy have one of the most hazardous duties on the battlefield. Upon landing their immediate task is to eliminate any hostile opposition thatis directly facing the ramp of the transport. Their actions are determined by the followinglist of conditions: #1. Enemy in front of the ramp and directly looking at it - fire one round them move one square to the front and another to the next to the side to clear the ramp. If there isn't any read #2.#2. Enemy in front of the ramp but facing another direction - do not fire to avoid reaction shotsthat might hit personnel inside the transport! (unless they have already fired) - move one square to the front and another to the side to clear the ramp and read #3.#3. Enemy on another location and facing the ramp. Fire one/two rounds but make sure that there's enough TUs to clear the square right next to the ramp by moving to another direction.#4. Enemy on another location but not facing the ramp. Engage only after all enemies on #1, #2 and #3 have been eliminated. If there are several hostiles then engage first the dangerous one - the closest and heavily armed. #5. No hostiles visible near the transport - the soldiers should start scouting the area near the Skyranger. 2002.2. THE OTHER FIRETEAMS If condition #5 applies the rest of the soldiers might start disembarking the transport and widen the perimeter around the transport. If any aliens are detected they must be eliminated as soon as possible.In case the front row fireteam has been taken out by the aliens, the next team becames the frontrow team and must act accordingly to the previous list of conditions. If there's insufficient lightning the back soldiers must deploy electroflares to the area surroundingthe transport. Also if there's a heavy enemy presence close to the landing zone, it's recommendedthe use of smoke covers. 2002.3. USE OF HWPS ON LANDINGS If there's an HWP present on the transport then it should be deployed according to 1003.3.1.4 and usedto scout and spot all hostiles while drawing fire from them. After it has finished moving them the soldiers can disembark using 2001.2. procedures. 2003. REORGANIZING AND DEPLOYMENT After the landing area has been successfully cleared of any enemy opposition the squad can reorganized to perform its mission. At this point there are two major factors that should be taken into account: a quick dispersal of the squad members to maintain safety distances and the position of the landing zone. 2003.1. LANDING ZONE POSITION The location of the landing (LZ) zone on the area of operations is a major factor in determining the direction to which the squad must be deployed. The rear of the squad should beset against one of the ends of the map to prevent any rear attacks by hostiles as it movesforward to complete its mission. but it can be either easy or difficult, depending on the location of the LZ. 2003.1.1. CORNER LZ It's when the Skyranger lands on one of the corners of the tactical map and is the position most easy to secure since there are only two directions from which enemy contact can be expected. To establish a safety perimeter the squad must have cleared the corner of any hostiles, allowing it to afterwards start moving towards the rest of the battlefield. 2003.1.2. SIDE LZ When the Skyranger is positioned next to one of the sides of the map. It protects one side of the squad against possible attacks but it still leaves three others open. After the squadhas successfully exited the transport it's recommended that the squad sets a half circle perimeter as it pushes forward. 2003.1.3. CENTRAL LZ The hardest landing zone since hostile attacks can be expected from all directions. After clearing the landing site of aliens, the closest edge of the map should be located by the scouts and secured. Then the squad can maneuver in the opposite direction, with that side being the rear andusing the half-circle mentioned on the previous topic. 2004. ADDITIONAL NOTES Link to comment Share on other sites More sharing options...
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