User talk:ProspectOfIgnorance: Difference between revisions
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These are my pre-cursors that I will use in this explanation of my ultimate X-COM UFO Defense strategy: | |||
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Reticulan Continuum - | |||
(read Sectoid via Reticulan) The theory of a long term reality-bending war-riding race that diversifies genetically through conversion of people via warfare and disintegration of cultures. In effect the Reticulian Continuum creates more types by conquering worlds like what is seen in X-COM UFO Defense. This is a well known but undefined topic I use loosely in my explanation of the theories I present. | |||
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(Elerium) 115 - | |||
The theory that Elerium 115 is a densely located and proton-packed, heavy and stable element that can be used in resonance or repair of gravity waves. Useful in formation of standing waves to generate static structures or matter-waves relating to movement within formative masses composed of fluid gravity-mass movement via space-environment as a set standard. | |||
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Some Potential Theory Uses for Elerium 115: Powerful Force Fields, Foundry, Advanced Armour, Plasma Weaponry, | |||
(My own make believe theory about plasma fires) Static Removal Simulation via Plasma Fire Uncertainty. | |||
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Static-Removal Simulation Theory - | |||
The idea that there is a simulated possibility that a theoretical near-maximum exists in terms of computational correctness, specifically in terms of forecasting simulated outputs. My proposed solution suggests this near-maximum relies on and exists in a lance or plasma or moving proportion of plasma in a state of near mass-efficient conversion into energy and/or potential mass-capable mass. (The Static-Removal Simulation Theory exists in virtual setting this.) | |||
The theory relies on the conceptually large rank of possible range-capable reactions in terms of plasma conversion via mist or mixing of various unknown elements and mixture heat in a largest theoretical maximum via Elerium 115. Due to time expansion as a relative constant, this would rely on the correctness of the simulated value of said "Plasma Fire" relationship to under-utilize the over-optimized lack of physical agreements in-virtu.... | The theory relies on the conceptually large rank of possible range-capable reactions in terms of plasma conversion via mist or mixing of various unknown elements and mixture heat in a largest theoretical maximum via Elerium 115. Due to time expansion as a relative constant, this would rely on the correctness of the simulated value of said "Plasma Fire" relationship to under-utilize the over-optimized lack of physical agreements in-virtu.... | ||
Revision as of 02:52, 21 June 2022
I am the greatest and best X-COM UFO Defense player of all time and I intend to show the proof.
ALL OF US Love this game, but what has really changed since 1994.....
Firstly there is proof of actual non-inertial craft in US Airspace in 2004 off the coast of California. And yet the rest of the tryst between us and the real users of the X-COM game remain unclear. This requires an un-reasonable use of personal time and expertise to prove without any doubt that we are in unclear territory.
I am an old school player from the early days of X-COM and having used this amazing website I have furthered my understanding and theory of this game. There is reason to realize that the terms in this game may be selected with use to clarify an argument which is ongoing. From here on I will allow you interest but not disapproval of my theory of science and technique. If you are not a sure person just doubt this theory of mass, and remove the mention of realty. I am going to further the understanding of the mythos of this game but I want you as the reader to remember this:
All these things I am considering here are my own thoughts on "X-COM UFO Defense" a product of entertainment & human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality.
These are my pre-cursors that I will use in this explanation of my ultimate X-COM UFO Defense strategy:
Reticulan Continuum -
(read Sectoid via Reticulan) The theory of a long term reality-bending war-riding race that diversifies genetically through conversion of people via warfare and disintegration of cultures. In effect the Reticulian Continuum creates more types by conquering worlds like what is seen in X-COM UFO Defense. This is a well known but undefined topic I use loosely in my explanation of the theories I present.
(Elerium) 115 -
The theory that Elerium 115 is a densely located and proton-packed, heavy and stable element that can be used in resonance or repair of gravity waves. Useful in formation of standing waves to generate static structures or matter-waves relating to movement within formative masses composed of fluid gravity-mass movement via space-environment as a set standard.
Some Potential Theory Uses for Elerium 115: Powerful Force Fields, Foundry, Advanced Armour, Plasma Weaponry, (My own make believe theory about plasma fires) Static Removal Simulation via Plasma Fire Uncertainty.
Static-Removal Simulation Theory -
The idea that there is a simulated possibility that a theoretical near-maximum exists in terms of computational correctness, specifically in terms of forecasting simulated outputs. My proposed solution suggests this near-maximum relies on and exists in a lance or plasma or moving proportion of plasma in a state of near mass-efficient conversion into energy and/or potential mass-capable mass. (The Static-Removal Simulation Theory exists in virtual setting this.)
The theory relies on the conceptually large rank of possible range-capable reactions in terms of plasma conversion via mist or mixing of various unknown elements and mixture heat in a largest theoretical maximum via Elerium 115. Due to time expansion as a relative constant, this would rely on the correctness of the simulated value of said "Plasma Fire" relationship to under-utilize the over-optimized lack of physical agreements in-virtu....
Laser War - Game Dynamic and Build Order Flavor
Laser War - Early Game
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This is the best theory of the game as of 2022 that I have ever considered or encountered, and having made a maiden run which I completed X-COM UFO Defense and defeated the Cydonia Mission on May 29th with 98 Million USD excess fund prior to the mission. I am using various game bugs from X-COM UFO Defense (1994) base version with no Mods.
1st - Use of the Workshop feature that allows the user to get workshop production without start-up cost ( both USD cost and materials ) IF the user has the cost and workshop space prior to production, and instead of incrementing either counter on the workshop screen ( engineers or units to build ) exits to the sub-menu. User then returns to the item to be produced and sets the unit value up to 1 and adds engineers to build it. You will get the first increment unit for free but can continue from there if you want more at cost.
This is a increment bug on a UI element not a break or an exploit which was shipped to production 3 or more times (1994).
2nd - Light Fighters: This is the use of a bug that seems to be that if the user has an air unit that is rearmed and refueled, it can be transferred to another location with another hanger and it will be set 0% fuel for the rest of the game -- until it is told to return to base for repair or rearm.
I call this Light Fighters because it could be done conceptually with (...lots of legwork...) that the fighters could constantly cover the light side of the planet Earth in X-COM UFO Defense as time went on and wash over intercepting at will and potentially covering for sight on bases in maximized movement patterns at cost of user clicks and no refuels.
This is a simple technical reality that will occur in every game which is an exploit which was shipped to production 3 or more times (1994).
3rd - Minor bug that will sell engineers if they are over 250 but it is a loss as a player to use it and it was accidental.
There might be more minor ones that do not seem important but this is all I can remember at this point in time.
There is only one way to play the game of X-COM UFO Defense, and I will give to you the raw save files!!!
It is called Laser War, now let me walk you through it. Luckily there is such ease of use that it is drag and drop just like in 1994. After this I decided to take many more snapshots of the game but this one only has 10 saves as is normal for a typical X-COM UFO Defense file tree.
SAVE FILE 1 : Type 1
I typically name my first file "Type 1" and then let it be the top save for the rest of the run through. This allows you to see what the game is in effect without a lot of trouble (I love spreadsheets like it's 1994). This file is set for the first set of moves on January 1st. The concept is that you can only make so many moves because of 3 things (not including user errors) 1 - Living space, 2 - Money, 3 - General Stores. This is true for every set of saves I will present.
SAVE FILE 2 : Type @
I typically name my second file "Type @" and then let it be the second from the top save throughout the run through. This is a moving iterator I use as the game progresses as a current point as the saves are removed in a 10 save setup. This will be set at the last point in the game as all the files I will send will be complete successful runs. Theory being it was a surviving X-COM race that was then presented on the Internet here, so you can know that they have succeeded and the game is safe to play. This also means that any implied movement that the files present was in fact a successful(or potentially unsuccessful) mission I played in one try with no reloads (unless hardware/software failure). For example if there is an alien base run that got a captured alien commander : I had the items that are present in the save file at the point in time.
SAVE FILE 3 - 10 : Date and or Description
I typically name my other save files with the date and potentially a description in the game at the point it is saved. I did not organize this one well because I was unprepared for the unreasonable rate of success of this build order, and it made me feel the need to tell the world about this incredible run. I will typically add on the Cydonia tag as well as the date to show when the Cydonia mission was set and completed. On the Cydonia Save file I typically leave all the items for scoring or perspective but I will sell everything but Alien Alloys and Elerium 115 to self score the Excess Fund. In this run I did not sell any alien corpses at all the whole game so you can see the number of Aliens encountered per save.
File Name : File:June-18-2022 X-com Win-May28th.zip
Game Analysis
Base Theory
I have a very thought through and re-rationalized view of how to place the majority but not all of the bases in X-COM UFO Defense and I will be specific as to why I do this and how come this matters for the run.
8 Bases Total
Starting Base : Thule AFB
This stands for "Thule Air Force Base"
Thule around the world. "Thule around the world"
Thule is the pivotal and in my experience the best place to be, and to start, in X-COM UFO Defense.
There are 3 major advantages:
1: The arctic Tileset is the easiest to use in the early game due to brightness and the natural use of 1 part paths(paths in ice that must be connected but have broken away pieces of land and ice) that limit random movement into and out of the landed or crashes.
2: Thule's tactical movement advantage is apparent due to its presence nearer to the top of the globe making for in effect greater cornering for interceptors that leave from this location vs ranging. It is a tactical advantage but I am not an advanced map user that understands as to why.
Forget why this is and "Thule around the world".
Just do that.
3: Thule is especially advantaged by nearness to scattered landmasses and also various slopes that encourage landed UFOs (For some reason?) and also all of the locations in the nearby area are in arctic tiles. This is good because this means the Alien Opponent will not have a good time hiding a building base on your nearby topological zone.
For reference the Alien computer opponent has different rules in effect than the player, and to build an additional base it needs to move nearby with 2-4 Flying and then landed UFOs which you will see if they are nearby in your sensor range, thus respond or detect the new nearby Alien Base (there can be numerous on the map at one time but may need to be constructed).
The downside of a sneaky base on an unscouted part of a continent you occupy with your first base, due to failure or other factors that the Alien opponent may optimize unevenly. is evident of location like:
In central Peru or in Western North America, or in Numerous places in disconnected Africa Bases or in south east Asia or Islands near continents.
The Structure of this base is built off of the Base model that is presented at the first part of the game and is not altered by deconstruction so as not to relay on a disadvantage in game.
Thule AFB : TYPE 1
Building Purchases:
General Stores ( Building for 10 days) x 2 Cost Each : $150,000
Living Quarters ( Building for 16 days) x 2 Cost Each : $400,000
Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000
Workshop (Building for 32 days) x 1 Cost Each : $800,000
Material Purchases:
Tank/Rocket Launcher ( Transfer in 96 Hours) x 1 Cost Each : $480,000
HWP Rockets ( Transfer in 48 Hours) x 22 Cost Each : $3,000
Soldiers ( Transfer in 72 Hours) x 4 Cost Each : $40,000
Scientist ( Transfer in 72 Hours) x 18 Cost Each : $60,000
Stun Rod ( Transfer in 24 Hours) x 3 Cost Each : $1,260
Electro-Flare ( Transfer in 24 Hours) x 27 Cost Each : $60
Auto-Cannon ( Transfer in 24 Hours) x 4 Cost Each : $13,500
AC-HE ( Transfer in 24 Hours) x 8 Cost Each : $700
Proximity Grenade ( Transfer in 24 Hours) x 8 Cost Each : $500
SKYRANGER-1 : 8 Soldiers
Items:
Pistol x 3 | Pistol Clip x 5
Rifle x 8 | Rifle Clip x 20
Heavy Cannon x 2 | HC-AP x 8 | HC-HE x 1
Auto-Cannon x 1 | AC-AP x 6
Rocket Launcher x 1 | Small Rocket x 4
Grenade x 13
Smoke Grenade x 5
INTERCEPTOR-1
Weapon 1: STINGRAY
Weapon 2: STINGRAY
INTERCEPTOR-2
Weapon 1: STINGRAY
Weapon 2: AVALANCHE
Stores:
Stingray Missile x 25 | Space Used : 10
Avalanche Missile x 10 | Space Used : 15
Research:
10 Scientists | Motion Scanner | Unknown
Engineering:
10 Engineers | no work
Analysis - Thule AFB
The game requires at the first point in the session that you optimize space for your initial incursion response team to locate the first point of contact. There are largely 2 schools of thought but they require you to meet in the middle.
The two schools of thought are this - Bio or Mech -- this means that you think or an infantry or a supported armored unit and infantry combination. The technique of using solely armored vehicles is necessarily disadvantaged in the terms of X-COM's use of solely infantry access locations.
The possible Options are thus : 2 Tanks | 6 Soldiers , 1 Tank | 10 Soldiers , 14 Soldiers due to the SKYRANGER's maximums.
This Build uses 1 Tank | 10 Soldiers but as the tech advances and the user gains money it is set up to use 2 Tanks | 6 Soldiers as a permanent mid-game structure prior to researching AVENGER. The Items that the user is missing to make this transition possible (other than money) is primarily the Laser Rifle. But in leu of the Laser Rifle, the teams of 2 Tanks | 6 Soldiers can use Auto-Cannons with AC-HE ammunition primarily. The other item I use is Motion Scanner, this item allows me to distinguish a termed "Squad-Leader" that will take AC-I and a motion scanner in night encounters for vision. You may need to use AC-AP for use inside the UFOs if the user chooses not to handle Rifles for entry. Once the player completes the required tech for both Tank/Laser Cannon and Laser Rifles you can rely on the 2 Tank | 6 Soldiers configuration for Terror Missions (using the Laser War Premise) and for actual craft encounters as they tech to the point of researching Alien Grenades and Personal Armour.
Everything else in the starting inventory that was dismounted or not selected from the initial setup was sold for store space.
See ** UFOs represented as an Interior Battleground **
See ** Number of Tanks vs Infantry in SKYRANGER and AVENGER **
Theory of Use - Thule AFB
The theory of the use of Thule AFB in this, my iteration of the "Laser War" premise in X-COM UFO Defense is key upon the prior point above concerning the need for a 2 Tanks | 6 Soldiers loadout in the early midgame moving into potentially making capture missions a priority or ideally forcing an engagement in alien base assaults.
The need thus revolves around the idea that the cost of armor is high (Read Heavy Weapons Platforms - i.e. Tank/Rocket Launcher as seen above) and because of this the cost of Laser Weapons as a profit source for your X-COM company is essential as a first step.
The reason I provide in terms of need for this premise to be the first correct statement, is that it reduces your potential of losses and allows for easier use of lower rank soldiers in useful combination with statistically static armored units -- in particular the Tank/Laser Cannon, in my position the best and most useful unit or weapon in X-COM UFO Defense. This is further the case due to the fact that Tank/Laser Cannon are profitable at cost of above 140% cost of use per engineer. The use of the workshop feature of excess, is best for the high start up cost of the Tank/Laser Cannon and will net you $594,000 for holding the start up cost of $500,000 at point of proof.
These funds are reducible into Engineers at $50,000 , Workshops at $800,000 and Living Quarters at $400,000 to reach theory maximum of 250 Engineers , 6 Living Quarters, and 6 Workshops capable of producing 1 Tank/Laser Cannon every 4 hours exactly.
Because of this initial need for Laser Weapons as a directive, you want to build the most technically heavy version of the research projects you have available. I choose Motion Scanner here because it has utility throughout the entire game and is a profit producing good that you can use while you are researching up to laser weapons.
I do not need to go for Medi-Kit as a profit making technology early before producing Laser Pistols and Laser Rifles on the path to the first Tank/Laser Cannon, and therein using this technology to stabilize on the Theory Maximum which implies a lack of usable space on the floor of the initial base, thus forcing expansion or lack of use.
The build I use in this iteration of "Laser War" is contingent upon a lack of usable time format in terms of researching correctly, I remained on a low number of Laboratory (at 2 maximum) until after the first alien base assault which gained me 2 captured aliens. ( Sectoid Leader and Sectoid Commander) This is ideal and in a best possible mode for success which implies that there is an unsustainable advance of research project available after then.
My actual limiting factor after the alien base mission is one of research speed as a constant and the cost of time being more relevant than money in terms of Laboratory production.
Because of this I relied on a hotelling structure for Engineers or Scientist via Wright-PatAFB to Monument NM to optimize for my underutilization of living quarters in Thule AFB. This was needed to finish the Research and the AVENGER just before the end of May-- Which you can be capable of trying from various points and could potentially improve on a save file to bring the Cydonia mission earlier than May 29th.
Base 2 : Wright-PatAFB
Wright-PatAFB Stands for "Wright Patterson Air Force Base"
Wright Patterson is a historic and metered response option on the eastern seaboard all the way into Western-Africa ever since Jets were invented, it is a part of a defensive network of the first 3 bases I put down in the North American Region. These three bases are as follows : Thule AFB, Wright-PatAFB, and Monument NM.
This provides a 3 part series of movement that can be used in conjunction for overall security of your oldest X-COM base which is statistically more likely to be attacked by intruding UFO.
1: Intercept Base - Thule AFB covers this range of motion in the defense arc, it is well designed as a basic intercept base to begin with and houses SKYRANGER and at some points( in this case all points) Interceptor for initial ranging and air battles.
2: Air Superiority Headquarters - Wright-PatAFB is a functioning Air Superiority HQ because it has a General Stores and Hanger Space for refit and intercept but does not have a need for a SKYRANGER. Air Superiority HQ is capable to hold Soldiers, especially when they are being held to Cydonia for defense of Airfields in depth of Tanks via General Stores, as well as having Alien Containment in case of a mission failing base defense loss for redundancy in depth.
3: Hidden Detection, Shipyards and Engineering - Monument NM is a base that functions in this capacity, in that you make delayed construction on radar to further position the Living Quarters and Workshops around a single Hangar in hopes to quickly and more efficiently transition to theory maximum 250 Engineers to produce a Tank/Laser Cannon every 4 hours. The delay of radar as a constant is in effect limited by ease of construction not fear of detection or reprisal but is a constant in theory boundary reasoning.
Endgame Arc - Wright-PatAFB
Typically there is a reason to keep Wright-PatAFB full with the first version of Light Fighters that you can afford because of the strategy arc used that it can be over-defended by your advanced soldiers and initial surplus Tank/Laser Cannon. The ultimate goal is to use it as a final point of departure when you have the equipment, soldiers and armor/craft that you need to move to the Cydonia mission in an AVENGER. Making it a convenient place to hold psi-labs if the game gets that far, because your advanced troop can hold there and benefit from additional months in psi-training while being less in danger of standard actions during those months.
Base 3 : Monument NM
Monument NM stands for "Monument, New Mexico"
Monument NM is a covert ship building platform, that is your main source of 2nd base engineering cause, which relies on the need for a technical and well thought through expansion pattern. There is a common obvious problem in base building that there are not any available open surfaces to build across from and thus locked out from building. This is helped and intermittently solved by the symmetry of a Living Quarters vs Workshop :
Living Quarters || Cost $400,000 || Build time in days 16
Workshop || Cost $800,000 || Build time in days 32
By my metric that this is a hidden underground install of a minor engineering effort as a prospect of ignorance, Monument NM is an engineering base used as a tank-factory in specific and should be visional and obscure but protected in it's:
1 - narrow entry 2 - surrounded hangar
Base 4 : Pretoria
Pretoria "Pretoria" meaning exactly is a region not a cause.
Use of this location is mostly sensory area and closeness to a major area I can recall. Used at the end of the game for stores that I placed the alien technology into for scoring.
Base 5 : Pine Gap SB
Pine Gap SB stands for "Pine Gap Sensor Base"
Pine Gap is usable as a forward use intercept base and sensor area. Pine Gap SB is mostly used for housing covered Light Fighters and potentially can be expanded later in game if you can produce Lightnings for early retrieval via teams with Blaster Bombs and roof entry - with Motion Scanners/ Flying suits. At the end of the game (May) I was producing Laboratory for final tech advance.
Base 6 : Stuttgart AFB
Stuttgart AFB stands for "Stuttgart Air Force Base"
Stuttgart AFB is a revival base that is useful as an early fallout revival plan if you lose your first base. It is set up as a bare bones intercept base that you can build heavier as a 2-4 Hangar Intercept and infantry base or a 1-2 Hangar heavier infantry and training center with psi-labs, due to the lack of overhead in terms of space of the initial base set up (3 Hangars, Laboratory and Workshop)
Stuttgart AFB is useable like a revival base as an intercept companion base that can handle terror missions or lone supply ships that can lead to an alien base attack if needed.
Base 7 : Mumbai AFB
Mumbai AFB stands for "Mumbai Air Force Base"
This was an experiment base that I used here and is 1 of 2 unused base slots in my current base structure.
I used a basic radar base with General Stores and 2 Hangars as a typical basic design.
Base 8 : Korea
Korea "Korea" meaning exactly is a region not a cause.
This was an experiment base that I used here and is 1 of 2 unused base slots in my current base structure.
I used a basic radar base with no General Stores but Alien Containment for live alien storage and 2 Hangars as a typical basic design.
=====================================================================================================
Theory of Metagame and Research
Because I forgot to take snapshots for this run for the first 3 months I will have to explain here while I finish the current run I am creating beyond this one. I plan to show Screenshots of specifics of tech movements in the early game and Battlescape Laser War strategy.
Laser Weapons in X-COM UFO Defense are special because they fire in X-COM Unit exclusive 3 shot vector groups. The advantage I am describing is use of Autoshot for both the Laser Pistol and Laser Rifle, These are X-COM specific weapons, and they have the smallest Time Unit usage per Autoshot(fires 3 shots in a Vector group) of any class of X-COM capable weapons.
This is a core principle of Static-Removal Simulation Theory: 'The amount of length to the user is continuum on the context at large'.
The idea is that because of the conditions that the alien opponent's soldiers are under constraints in terms of tactics (material constraints in the game logic and operating system), showcases that the X-COM User is drawing from a larger set of simulative possible advances in their viewpoint on vector as aiming in a larger material context.
This proves out the dichotomy between X-COM Units and Aliens in terms of tactical advantages in tech and in my mind and more importantly - personal existential theory between individuals in either condition.
The Dichotomy is this : X-COM uses Lasers, Aliens are in the Plasma War and are enamored with 'Plasma Fire' on a Society level
I invite you to look around the prepared pages on this website concerning the Stats and Damage for various weapons and armor so you can familiarize yourself with the weakness and positives from a damage point standpoint of either tech types
(Conventional->Laser vs. Plasma).
Laser Weapons Class has lower damage per shot in terms of penetration, but maintains damage over range and has the maximum shots per turn per soldier. In addition if you use alien alloys to build armor of any kind you gain very large defensive benefits when fighting X-COM vs X-COM in terms of mind control or panic. Laser Pistols in particular are very low DPS vs X-COM in armor and a soldier can usually survive 5 or more shots point blank without being incapacitated.
These advantages in combination with the Tank/Laser Cannon are useful mostly in terms of cover and longevity of the correctly oriented Laser Range as a material orientation of warfare in X-COM UFO Defense. The advantage of a Laser Range is that you as a larger context argument are capable of ranging your accurate movement into the surrounding area beyond what you can see and expect or preempt the movements of a set group convention.
By spreading behind the moveable cover of the Tank/Laser Cannon you can effect fire down range in effect limiting your own movement but reducing the comparable cause in cover as a concept. The X-COM User has ultimate cause of mission and correctness in terms of firing orders, and can in some ways correct the ranging in accuracy by using accuracy lensing ( this is intentionally removing the targeting reticule from the assumed target and placing it one square before them, or in a more complicated alter lensing.)
Use of these ideas imply that the Laser Weapons curve is the strongest capable plan vs obstacles and human-made structures in X-COM UFO Defense because it relies on you as an instantaneous context of individual-actor vector grouping in arrangement : side by side vs your stasis of the outer-war concept of 'Plasma Fire' as a simulation boundary in continuity with your standard outside of the iso.
This topic of using self in use to aid in confinement and stasis of the simulated 'Plasma Fire' certainty as a tech curve as you simulate into the final sequences in X-COM UFO Defense is a self directed and overweight process. Iconic aside to the correct usage of Laser Weapons implies that you use the advantages personally and provide further range through destruction of obstacles. These techniques as context are contextually related to higher outer reasoning in terms of game tactics and outer-world vector grouping. This advantage is iconic of the Laser Weapons Class in terms of range movement as a practicum of cover fire with reduction of 'cover over concept' as a winning side argument in embankment and design of architecture.
Herein lies the fundamental difference in sequence tune of the aliens and the X-COM soldier in terms of 'individual fanatic' a.k.a category insane -- (read individual person soldier that uses direct curve logic to tune technological expansion. The logic of the game lore dictates that the prior arguments are in effect and the technology that is taken from the aliens is known to them at time.) As the user causes the X-COM to advance technologically they have entry in a larger argument schema. This allows the user to category in a larger sense the use patterns, inventory, and tactics of the carrier soldiers as they technique advancement via 'their eyes' philosophy. The opponent as a person soldier is disconnected, they will cover in pairs of symmetry not absolute tactic design. This is inherit on the basic game logic and paper design of scoring and player changes in X-COM UFO Defense.
THIS IN FACT IS THE PLASMA FIRE
As you encounter the alien soldiers on the UFO landed and crash sites, they approach with point of force consistent with a standard setting metric. The fact that 'Plasma War' aliens are encountered at large as an entry encounter is showing that the techniques of the soldiering have already approximated the Conventional Weapon Class's skill. In comparison you can abstract the reasoning of a 2 -3 digit integer in terms of manifold judgement on width of platforming.
As in X-COM UFO Defense there are other pop culture references :
(Starcraft - Protoss Carrier vs Interceptor : Infantry Marine)
(Star Wars Rebel Space-fighting paradigm as a tactic in space vs International Navy)
(Landmass as a moving concept of will-of-simulation in X-COM UFO Defense)
of the topics and topics I wish to describe as 'International Navy', 'Space Infantry', and 'Landmass'.
The idea exists that an advantaged type of person soldier in midst would become further engaged in similarity processes and become further encumbered by stasis and stance change logic. In effect if Type battling person soldiers exist as they do in X-COM UFO Defense for example == Mutons vs X-COM Soldiers == There would in some ways be an effect-mentioning curve that would meet in policy dispersal into the surrounding cloud of meta-game-theory person soldiers in context that exist of said argument.
The concepts are at play in the Star Wars reason for rebelling vs an overarching Navy of indiscriminate size and complexity; As well as in the Protoss Space infantry superiority in Interceptors vs Terran Marines as a lost type battle on Terran side or encumbering ground logic. The idea that in terms of X-COM UFO Defense there are more destructive weaponry and armaments from the very beginning on January 1st, shows this dispersal and divide pattern in terms of effective use as a undone efficiency mechanic for profit driven professional warfare -- from an artifact-race standpoint in X-COM UFO Defense.
The advantage divide is pivoted in some sense locally in the future effect curve of the Blaster Bomb technology in terms of free move via the effect boundary in distance of near-maximum effect fire relationship via/vs. actor(X-COM). This is also effected by the constant move of Mind Probes, Small Launchers, And Plasma Pistols:
Mind Probes are a basic scouting and harass mechanism, for the ability the surviving unit has n terms of tactics war-frame budget in an effect distance.
Small launchers and (type)grenades are overly effective at mass in depth across groups even in armor of some types.
Plasma Pistols are the most (mentally) expensive best option for a 1 unit inventory design with armor, very high damage relationship vs (type)armor of all types over time, vs Elerium cost component of clips as a constant use.
This makesdecent sense as a connection in 'my eyes' to Navy vs 'Space Infantry'. I see that the Sectoid is the alien person soldier that you encounter first in X-COM UFO Defense. In terms of all these things that you see at the first encounter as the Alien is initially optimized in a Navy or fleet configuration due to lack of effect. The idea revolved around the idea that based on the number of person soldiers in a X-COM encountered craft, there are files of types that auto generate based on the depth and size of the effect outcome.
If you look at the Small Scout, it can have Navigators, Engineers, Medics, and Soldiers but not Leader or Commander. This is in effect the grouping that is evident in the type small of a low level sub-system from a Reticulan Continuum model of your behavior in teams against the factor of flavor inside your right-arc politic.
The idea is that all grouping it has is optimized for the idea it has of a 'Plasma War' vs the encounter you have as a User vs it on context above.
If you look beyond onto the larger UFOs like Abductor and Harvester up to Terror Ship and even Supply Ship the user will encounter more Navigators and Leaders but not until 'Battleship' can you encounter a Commander.
With this in mind you can comply with the feeling that the ideals of the entity (Sectoid) in the Reticulan Continuum vs you, it will allow you to glean or grok the knowledge needed to apply this grep typing as a factor of importance in it's factor-society.
The idea basically comprises that you will see mostly Soldiers, Navigators, Medics, and Engineers ((Commander as abstraction)) vs
X-COM's abstraction of Soldiers, Airmen, Engineers, Scientist, and ((Tactician as abstraction))
You as a team are in effect encountering non-effected grouping in the authority curve of a professional autonomy, via yourself in 'Innervex' comparison : 'Innervex' is a true comparison derived by the context grouping vs type itself. The idea is that in a dual comparison the re-grouping would abstract in a direct pivot but the advantages would be person-orient.
So this follows up as the first take of 'them' as Navy in orientational grouping and mainly derived in Navigation at net maximum benefit. It would also follow that the 3 items above would be non-effected re-grouping and in effect more profit oriented as a result of its non-effect status in interior grouping standpoint.
As the game advances they move steadily into other races with advantages, and also Plasma Rifle, Heavy Plasma and Blaster Bomb***(effect theory curve)) In effect you can see this as a direct continuum in response of depth-of-orient Navy group space-and-land battles vs a grouped 'Space Infantry' package from X-COM's Units and Technology in Laser War Premise regarding X-COM UFO Defense (1994).
'Space Infantry' as a 'Landmass Politic'
The need for an outside prism of context as a statement is unknown to the visual user. This similarity of the world at 400m by 400m range is specific and advantaged as in the isometric representation in X-COM UFO Defense.
The need for advantaged vector calculation vs a statistic opponent with rated advantages that had been constant since release 1994.
(In my words I call this a "falling stack" AI, because it falls through tollgates using a formed calculation barrier and ongoing updates via a programatic incrementally implemented scoring system.)
( This AI is not incurring ongoing change in any real regard but it has sense in depth of minor data storage and is in effect capped by inflexible game-engine constraints.)
(The AI is in effect propped up by the actual work from the design team and implementation of art as well as the specific game rules made to represent this topically to the user.)
In X-COM UFO Defense, this concept can be abstracted into the depth of the voxel group isometric areas that you engage the aliens in (BattleScape), and also the abstractions onto the gameboard representations of the Geoscape and Base areas.