as i said in a previous post, i believe that ground vehicles as they are now, are kinda pointless…if you want to know why, go here:
…with that in mind, i made a sort of rework of how vehicles, both ground and air, could be better used from both a tactical, and an economy/exploration standpoint.
i’d much appreciate your thoughts on it.
VEHICLES REWORKED, + some extras
…so i would like to suggest a rework of the concept of vehicles along these lines…
all vehicles are grouped into two groups, namely AIR and GROUND vehicles.
AIR Vehicles - as the name implies, they use flying as their means of travel. used for fast travel, recon, and exploration. only air vehicles can explore points of interest, as well as the usual such as recruit, defend…etc.
Ground vehicles - as the name implies, ground traveling vehicles. these vehicles may NOT be used to explore points of interest, but can perform all other functions same as air vehicles…which include setting up an area scan. ground vehicles also differ from air vehicles in the way that they travel on the geoscape…also, a ground vehicle w troops parked at a heaven being attacked ALSO Participates in the battle (same as ground vehicles are used now.)
…ground vehicles do not have a certain range as air vehicles, though they still have some speed value. ground vehicles can only travel from 1 KNOWN point to a second KNOWN point, regardless of distance, but ofc, the longer the distance, the more time it takes (maybe have the game “do the math” and tell you “2d13h to point b from here…or something”). a ground vehicle could be subject to something like the chance for 1 ambush per day of travel (wether pandorians or a “rival faction”), with the chance increasing cumulative with days traveled…something like that.
VEHICLES - AIR
i’ll be using the manticore as a reference, so …speed 50% std…means that that vehicle travels half as fast as a manticore on the geoscape…stuff like that…
MANTICORE: speed - standard ; range - standard ; capacity - 6 ; class - transport ; Phoenix Point
the manticore is the starting vehicle and is fine as it is…at most, what i can add is:
*FIGHTER Retrofit - two machine guns are installed. lowers capacity by 1. grants “strafing run” ability once per deployment - vehicle does a strafing run across the battle field damaging some enemies with bursts of gun fire
*TACTICAL Retrofit - missiles are installed. lowers capacity by 1. grants “seek&destroy” ability once per deployment - fire 1 or 2 missiles at the enemy’s position(s), the player has some control in target selection
*BOMBER Retrofit - high payload bomb is installed. lowers capacity by 2. grants “bomb’s away” ability once per deployment - drop 1 large AoE bomb, the bomb may go off center a little so watch where your soldiers are before callin’ it in.
*TRANSPORTER Retrofit - provides +1 or +2 to carrying capacity, allowing more soldiers on board
THUNDERBIRD: speed - 75% std ; range - 125% std ; capacity - 7 ; class - transport ; New Jericho
*FIGHTER Retrofit - same as manticore but uses gauss miniguns.
*TACTICAL Retrofit - similar to missiles, instead uses a barrage of small rockets
*BOMBER Retrofit - instead of high payload, a napaln strike
*TRANSPORTER Retrofit - allows the thunderbird to carry 1 ground vehicle attached to it without reducing troop capacity. the GV may have soldiers inside (for quick transport of a haven defence force), but those soldiers WILL count against max number of soldiers. for example, a thunderbird retrofitted for transport takes on a GV and it’s 4 person crew. only 3 more soldiers can be on board, as the TBird can carry a max of 1 GV and 7 soldiers (max load).
HELIOS: speed - 125% std ; range - 75% std ; capacity - 8 ; class - transport ; Synedrion
*FIGHTER Retrofit - same as manticore but uses laser machine guns
*TACTICAL Retrofit - installs advanced radar. lowers capacity by 1. bonus range for area scans initiated from that location
*EXPLORER Retrofit - installs resting podds. lowers capacity by 2. up to 2 tired soldiers are considered resting for the duration of travel.
*EXPEDITION Retrofit - installs a containment pod. lowers capacity by 2. may house up to 2 pandorans for transport. usefull for enemies you have mind controlled at end of deployment (as they are treated as killed…)
TIAMAT: speed - 50% std ; range - 150% std ; capacity - 9 ; class - transport ; Children of Anu
since this is as stated a living creature as well, maybe…
*ALTAR Retrofit - lowers capacity by 1. allows 1 priest in the squad one use per deployment of the ability “summon swarm” - summons a swarm of mutated animals that wreaks havok on the enemy. low damage but reduce accuracy and AP.
*EVACUATION Retrofit - lowers capacity by 2. launches a slimy tentacle that can be used to flee as if standing on the evacuation field. every soldier can use this ability once and if not evacuated, no more may be summoned in that deployment by that soldier.
*STIMULANT Retrofit - lowers capacity by 1. uses spores while traveling to boost combat spec. of soldiers (+1AP and +10% accuracy for the first 2 turns of deployment)
*PRESERVATION Retrofit - lowers capacity by 2. gives a chance to “remove DEAD status from a soldier”
Extra Retrofit possibilities:
-ER retrofit: lowers capacity by 2. allows 1 soldier to be healed “en route”
-VR retrofit: lowers capacity by 2. allows 1 soldier to be treated “as if training” or uses for some “R ‘n’ R”
the speed factor is still based on the manticore, fyi
PX SCARAB: speed - 50% std ; capacity - 3 ; class - fighter/transporter ; Phoenix Point
weapon: twin missiles
RHINOCEROS: speed - 50% std ; capacity - 4 ; class - F/T ; Phoenix Point
weapon: twin-linked strom bolter (hahaha X3)
ARMADILLO: speed - 30% std ; capacity - 2 ; class - fighter ; New Jericho
weapon: cannon & machinegun (it’s basically a tank)
BADGER: speed - 50% std ; capacity - 4 ; class - transporter ; New Jericho
weapon: twin-linked gauss PDW
ASPIDA: speed - 60% std ; capacity - 3 ; class - F/T ; Synedrion
weapon: twin-linked laser cannons
SERPENT: speed - 70% std ; capacity - 5 ; class - transporter ; Synedrion
weapons: none but has improved radar same as TACTICAL retrofit but without capacity loss
MEKILLOT: speed - 30% std ; capacity - 6 ; class F/T ; Children of Anu
only ground transport (it is in essence a 2 ton lizard). grants a squad with a priest the following ability once per deployment:
“mekillot charge” - the beast runs from one end of the map in a straight line untill it exits from from the map on the opposite side. treat as chiron walking (destroys cover/buildings) but also deals trampling damage to EVERYONE (friend and foe) in it’s path. the player may choose from which side the beast emerges.
GENERAL Retrofits for ground vehicles would mostly revolve around different weapon platforms. or maybe faster travel and such.
…any imput is wellcome…