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Topics - Kaslak_CG

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Design / SPOILERS - Storyline proposal
« on: December 14, 2010, 09:29:48 pm »
This post is not a brand new storyline proposal, it aims to deepen the current one. I will write my explanation in orange and in italics the edits. Of course the edits are modular and can be singuary taken or rejected.

TIMELINE


- Roughly 1,000,000 years ago and subsequent years

The beginning is quite short-cut. The base idea is goot, and I expanded to a struggle. And i changed a little the nature of the organism - instead of a virus (so destroying cells and weakening the target, with immunitary responses and so on) is a genetically programmed biological nano-bot, created engineriing a virus or bacteria wich replicates using raw biological materials introduced with food. And it didn't born as a psionic intelligence, the nanobots are the branches of a central executive. This is not "Nemesis" from Asimov anymore, and the advantage is that the Hivemind now has it's personal struggle toward perfection.

Also, a more detailed explanation of "how psionics work" can be helpful for the psionic warfare tech description!


On a remote planet in our galaxy called Antares, a viral life-form is engineered in a bio-weapons lab of one of the largest nations on the planet. This blood-borne organism -- not a virus anymore-- was programmed to infiltrate living beings, replicate and change the neural structure of the victim. Then it would have infected others in the traditional way a virus does.

The politicians of this nation begin founding of this technology to subvert Antareans of opposite viewpoints. However, the first experiments were a failure. Since the static nature of the programs, nanobots were to take control only for a few time, while external stimula changed the only things nanobots were to leave behind them were just psichic disorders. The next project involved the  theoretic study of neural networks and information theory, and the nanobots were given an unique capability for devices of such a small scale - long range bulk communication using Low Frequency EM signals, and an improved short-range coordination capability (bulk groups of nanobots compute the EM LF signals and behave properly in the brain). Using a device to send information as crypted low frequency signal they were able to give new instructions to large groups of infected population. The device itself was using a biological neural computer, as Antaresians were using from centuries. As the Network grew in numbers there was an unpredicted result - the Network centers - the infected individuals - were able to coordinate between themselves, and they soon replicated and overcame the control imposed from the Device. At the end, the roles were exchanged and the feedback signals from the network were able to re-adjust the Device purpose, from control device to Central executive of this new extended brain. The central executive was necessary to coordinate the centers - if left alone, the moviments of people on the planet would have led to a chaotic continuos reassembly of the network, making it less efficient. The central executive device role was to re-adjust cognitive paths as people moved through the Network, to keep trace of stored information and integrate them for  decision-making. The politicians weren't aware of this http://en.wikipedia.org/wiki/Frontal_lobe

The virus gains enough intelligence to become self-aware, developing a will of its own as well as a powerful need to grow and survive. It starts to think of ways to shake its masters' control. In the shadows, it begins using its hosts to subvert innocent Antareans. It is cloak-and-dagger work; the virus spreads by directly injecting intended hosts with infected blood. Meanwhile, the Antarean state grows more and more totalitarian, absorbing other nations into itself with the help of XVI -- which is now using them to gain more hosts.
Then the virus manages to infect the first of its masters. With his knowledge and direct access to the other rulers, the rest of the masters quickly suffer the same fate. Within two years after this event, the virus takes possession of 98% of the planet's population. Conflicts and resistance cease as the hive mind assumes dominance over the planet.

- Roughly 998,000 years ago
Antares has become overpopulated to the point where the planet's resources cannot sustain the growing number of hosts anymore. Yet the hive mind must keep growing, this is its most basic instinct and its only desire. It sees only one way out: up.

Strip-mining the planet's remaining resources, the virus starts to build a massive starship in orbit around the alien homeworld, on which to transport its hosts to other sources of metal and energy in faraway star systems. It has a reason: The ark must be big enough to house the entire planetary population of hosts. All of them are coming along.

The viral mind cannot voluntarily divide itself for more than a few days, much like a sane human being wouldn't voluntarily lobotomise himself. After a few days the XVI organisms in the hosts' blood will begin to re-organize an independent neural network and resist reassimilation into the original mind, growing their own new mind instead. If left alone, these could grow more powerful than the original whilst outside supervision, and would undoubtedly come into conflict with the original over the same resources, or worse take control of the entire network with altered cognition, such as the original did few years before on the Device. The original is well aware of this and has no intention to be anything but number one.

Here I made XVI more intelligent, more "Chessy", instead of a disordered-growing-allconsuming cancer, as you would expect from something with frontal lobes

- Roughly 997,980 years ago
The ark is complete and sets out at sublight speeds to the next star system, intent on finding new resources to maintain the host population and producing new hosts so that the hive mind may keep growing. Also the Central Executive Device was expanded to have more computational power



- Roughly 860,000 years ago
XVI, foreseeing the weight of population manteinance took complete control of breeding procedures, mantaining his neuronal centers to an optimal level between computational power and resource consumption. However,the travel time between star systems is taking too long; shortfalls and famines loom on the horizon.

As everything, this part is optional but makes XVI a more cool and reflective guy... and it justifies why the technological leap of wormholes came just now. And give a dramatic background to Ortnoks

In a relatively nearby Star System, for the first time in its long trek, XVI finds another inhabited planet, bearing an intelligent species -- Ortnoks -- in its Dark Ages. While the necessity of new resources was starting to be the first priority, XVI calculated some loss and developed a different plan. Using a cautous approach he studied then infected part of the population. Such a primitive host would have made good work force and strong soliders but nothing best on the long run. After mapping the Ortnok genome and adjusting for their physical irregularities XVI studied the primitive societies of that race, recognized theyr priests and leaders, selectively infected them and use them to puppet the efforts of the population toward technology and religion. While this was happening, XVI archieved something new - he moved the important information from some infected individuals to others, leaving useless ones behind, then brought two/thirds of population into death, saving theyr genetic codes for future cloning. So he ensured the remaining resources would have been enough for a millennia. Then he waited, weakened. The Ortnoks evolved at a very high rate with the benign assistance of XVI, but still indipendently. They created theyr own social structures, theyr own scientific method and approach. But still they were waiting the "Gods" from the sky, as XVI plotted once he taken control of the first spiritual leaders. After a few centuries the Ortnoks were beyond the modern era, and theyr race was worth assimilation. So the Ortnoks welcomed the invaders as theyr Gods, drank theyr holy blood for the sake of salvation, and the nanobots spread and replicate themselves in the whole population in a matter of weeks. This assimilation compensated the loss of many network centers. And those who were once post-modern scientists, philosophers, thinkers, politicians, workers begun excavating theyr own planet as acquired slaves, and XVI had new resources. XVI merged the almost closed scientific path and knowledge of Antaresians with the Ortnoks' fresh scientific method. The old knowldges merged with the new method allowed XVI to a huge technologic leap: The Whormhole FTL drive.
The ark can now travel to new resource centres in weeks instead of centuries; a new fleet of scout UFOs is sent all over the galaxy to find hot spots. When XVI resumes its nomadic trek, it takes the Ortnok hosts with it, leaving only a barren, lifeless shell.


More to come, if you liked it :)

2
Discussion / Is this normal or an ATI problem?
« on: December 13, 2010, 12:37:30 pm »
ATI Radeon X600 (512 MB)
Windows XP
1 GB Ram.

GLSL,Postprocessing & Dynamic Light are off (if turned on GLSL & Postprocessing i get a crash without Catalyst AI, Everything black or a random 2d pattern of green disordered squares with Catalyst AI).
The surfaces I pointed are quite odd if compared to the enviroment... is this a problem with ATI R X600 (also with GLSL off) or it's normal with my settings?
Thank you :)

3
Feature Requests / Weapon overheating/ trait & training system
« on: December 10, 2010, 08:09:45 am »
Weapon Overheating

Ever played "Incubation"? Every weapon has a "overheating gauge" wich goes up when firing, goes down when resting at very different ratios depending on weapon. When that gauge is max, the weapon is overheated and there's the risk factor to bring some fear: maybe it wil fire normally, maybe it jams for some turns, maybe it explodes. Who knows. Surely in this game would make more important the use of secondary small power weapons

Trait system with training system
As you can se here

http://ufoai.ninex.info/forum/index.php?topic=5582.0

I proposed a trait system for soliders. Well, it's time to link it at training programs. These are not just a "stay in the room, get better stats" like it was in xcom. These should be military training programs with explaination, effects, eventual repetibility, at the training room.
Let's see... say for example you want to make the use of medkits only for trained soliders, which have not to be medics of course. Just an example...

First Aid
Requisite:none
Duration: 4 days

This practical training course allows a solider to get the basics for the correct use of Medkits and to recognize at a very basic level different kind of injuries and needed treatment. At the end of the first training cycle the solider acquires the trait "field medic" (requisite to use medkits) and +3 mind.
Following this course again gives not great advantages. The solider receives just a +1 mind because of better understandment of subject.

Basic Phisical Training
Requisite:none
Duration 1 week (?)

This training course gives an all-around improvement in solider's phisical form. At the end of the training cycle the solider gets +2 phisical stats. This course can be followed multiple times giving the same effect.

And so on, for weapon skills and more traits...If it will be added a leadership trait system some advanced training courses could be for officers, regarding combat tactics & leadership.

4
Discussion / Hi all, general feedback and more proposals
« on: December 09, 2010, 08:48:16 pm »
Hi all, yesterday I started playing this game, and first of all I want to congratulate with whoever worked at this game. Since the departure of X-com (my apologies - I only played and had the opportunity to appreciate Apocalypse) I thought many times how good would have been to have a newer game with some other features and so on. But I suppose I am not the only one.

I would like to give some "first touch" feedback, things that at first could be or not corrected from a newcomer's perspective. Once someone is used to certain features they may seem normal and a "fresh look" could be needed. This is why I am going to give feedback after so few hours of play. Fresh touch.

Combat Scale
Good. Xcom style. Small organization using brainpower. I apologize if I am going too fast in judgement but... 8vs8 is too small. The combat map itself is too small. At least 4x would be good. In less than a turn there's contact, you almost always have a clue on the aliens localization, no mutual Search&Destroy

Intrigue & Politics
I can't get alien strategy in all this. So... they go in small groups slaughtering civilans. Perhaps I am too addicted to the concept of infiltration from xcom3, and expanding this would be great. Kidnapping the New USA president because he fell under alien control in a secret mission could fit the Phalanx concept, more than (only) playing "Batman VS Joker" defending weak people of brazilian forest. Of course this is about the "fresh touch" i don't know if alien plans get smarter going on. For now they seem nothing more than isolated hi-tech marauders.
Would Aliens try to influence the Oceania toward expansion in south america? Would they try to shatter the Federations in theyr smaller constituents? Of course - in game terms at this level of abstraction - wars and political instability would lead just to dramatic cuts on $$$ for Phalanx (seen as secondary at the moment) and a rise to alien control in the geographical zone. Perhaps some humans could join the aliens after some brainwashing. Until Phalanx fixes the situation with dedicated missions perhaps...

Combat Damage & Hospital system
Now, before posting I had a look to accepted proposals and so on. Localized damage was one of things I would have recomended, and i have seen it was already proposed and accepted for future releases. Good.

I propose (Beware:very very low priority) to expand also the Hospital treatment system, and add localized long-term and severe injuries.
Not just "penalty to hit" if head got struck. If head got struck, maybe nothing happens maybe complete blindness due to eye damage. Torso could result in a broken spine, needing regeneration tecniques (relying on stam cells). A small medical staff could work in the base hospital, with skill. If legs got struck to many times, perhaps a severe fracture could incapacitate the agent. Everything could go in the hospital interface (when you select the agent there are blank spaces...

Why not in future releases, biological weapons used by aliens against humans needing advanced treatment and quarantene in hospital. Not just a raising healing bar. More "Damn! My agent is blinded, i had to spend either in eye regeneration or in an implant"

Scientist & Workers skills


I had seen this will expanded for pilots and the new combat system. Very good.
Let's take scientist for example: skills are divided into general groups (Physics, Biology, Enginering, PSI). A scientist should have developed skills only in one or two grups max at the beginning.
Say for example a Phisicist would have average "High Energy Phisics" (related to plasma and co.) poor "Astrophysics" (related to techs involving alien origin) good "Low energy & quantum optics" and so on... but being a Phisicist would have no good skills at Biology group and so on... Skill system with closed groups to mark the scientific specialization.

Solider Traits
I found a nice proposal for Solider background & details. More than a nice looking background would be nice a group of traits for each unit. These traits would have game impacts, not only on combat, also on leadership.
Take a "coward" solider. Takes morale damage if aliens get close. A perfect Sniper. If this sniper gets promotions and become officer this could give problems to the entire squad.
Perhaps traits (good and bad) could be taken during the game. A normal solider who risks too many deaths could become "cold" or "coward" or "confident"... some could be fixed by Psychologists at the hospital and... ok i had gone too far now :)

I hope you appreciate this brainstorming, for future long-time development. :)

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