Theory of Metagame and Research

From UFOpaedia
Jump to navigation Jump to search

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. 
Laser Range 1.PNG
Laser Range is opposable and can be used indirectly to reduce cover from a safe orientation and range vs indistinct stragglers. 
Laser Range 2.PNG

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 logic the aliens and the X-COM soldier in terms of 'individual fanatic' a.k.a category insane units vs ranging -- (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.



Theory Crossover X-COM UFO Defense with/vs. Red Alert 2 Allies Faction's basic Infantry (G.I. and Guardian G.I.) as a model of Armor Expansion over-time in Abstraction

Complete Theory here -> Theory Crossover X-COM UFO Defense with/vs. Red Alert 2 Allies Faction's basic Infantry (G.I. and Guardian G.I.) as a model of Armor Expansion over-time in Abstraction

X-COM UFO Defense with/vs. Red Alert 2 'Light Specific Alloy' Theory Reasoning

This is a sort of set of argument point that relates to an ---even larger tie in theory (I will forgo expansive explanation -- if at all -- until I finish my X-COM Theory in place here for depth and contain of reasoning) that concerns StarCraft Campaigns and some of StarCraft Broodwar Campaigns and the similarities of the StarCraft 'Races' to 3 elementary particle groups in (negative electrons, Neutral Neutrons as a barrier, and Proton/Positron as a point-of-flow 'power-option' flow/field matrix), point being the idea relates to these topic at large, that I have not analyzed yet. I thought to mention this first as an overall goal in terms of in-grain theorizing.

The initial idea revolves around the concepts at play in the more guided topic I have just presented in reference to X-COM UFO Defense (1994) and RED ALERT 2 (2000) specifically to reduce my stand or use per argument setting.

Personal Armor interior.PNG

Include a theory at present related to this:

There is an idea that exists that relates to the concept at large as a continuum of reason now and to the future concerning the material understanding and obvious point-of-view reasoning that a person can make regarding the representations : (of the images and topics) abstractly presented above in this section as reference.

If you consider that in all of these examples there are character physics models of average 'Hero' Comparison from the point of view of an average person in the point of view as the game player from a Human User pattern of judgement. If you consider that you as a 'Human User' is capable of seeing the lights on a display of some size and length and in turn are then representing the point of reason to yourself in terms of clear terms and unclear emotions of visionary thought and mental distance beyond explanation.

You have think to in that case realize that the representations of all these image characters are in effect light representations of various types of 'men' thus 'lightmen' as a topic of comparison in terms of abstraction as an abstract corporate reasoning and cause (in terms of IP and presentational correctness).

If you think like a new-age hippie or someone corrected in science as a woo-science 'foodie', you might consider yourself in line with the Carl Sagan 'we're made of star stuff'. 

This is (in effect light) an Idea that we are beings in some ways in effect literally driven by actual light in terms of being partially but not all the way exact 'lightmen' in personal form, although shielded by geologic biologic format on top of said democracy light as an object.

So if you see the lightmen in re-representation to the user as a typic biologic impossible : in terms of circumstance correctness: 

that meaning that you have an overly highly efficient light-based theory about a correct perfect for your game logic lightman vs. the real life specific needs of you not being in fact exact lightman in 'disguise' but in virtue 'real' as a format of your average decision-making orthodoxy in 'obvious cultural terms' : "your take on life".


This becomes an obvious downgrade idea about interior space as a dynamic...don't be a dry academic and just consider---


The theory of lightman politics as a concept abstraction of 'Light Specific Alloy' Theory Reasoning vs Sheltered Light in negative orientation vs Theory specific 'lightman'.
This is an ideal concept driven relatable force mechanic in virtue of being negatively available and driven without human cause, say 'reproducible' in term volume of real decision making in Administrative-hierarchy from a policy-as-politics standpoint. But comparable compact in reason dispersal, of a negative mass relationship in terms of point to point negative rising relationships, ... you got me, in terms of interior light as a spectrum from 'inside' 'into' 'the outer' 'universe' from a ray spectra..(maybe that's wrong with#fuzzyNumbers).

(link for people who are not in line with this 'next level bureaucracy' -> this is an academic math study you can find at cost via the doi# if you choose to do so. I recommend using TTS so you can enjoy not reading it! https://doi.org/10.1080/00207727808941724)



Theory of International Navying vs Space Infantry as a Landmass Politic



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'.


Theory of International Navy Policy Type

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 directed pivot but the advantages would be person-evident and orient.


So this follows up as the first take of 'them' as Navy in orientational grouping and mainly derived in Navigation at net-benefit maximum. 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 standoff standpoint 'initial'.

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).

Theory of '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 via X-COM UFO Defense (1994). 

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 movement is specific to it, and in effect is propped up by the actual work from the design team and implementation of art as well as the specific game rules and engineering effort 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.

'Landmass' in this context refers to the similarity in structure on a scheme. In this example :as Greenland in X-COM UFO Defense --- over a period in time as a moving set of subset snapshots via an ordinary-bounds-movement that is simulated in series, in sequence, over parallel unit distance pairs through virtual 'Plasma Fire' relationship AND real-world dual-sided constraints in an ordered continuum subset.

The idea is that you will encounter non-effect grouping and when it is explored or defeated, you gain a further cause benefit from the effect-capable increasing.

A X-COM Unit race grouping that is bounded by re-grouping on the every 5 seconds timeframe at maximum encounters the aliens on a counter operating dynamic level. Every loss you have be it speed of success or military losses in context, will gain the near-maximum grouping of the alien opponent.

As it fears a direct curve of heat at you in losses, it has baseline control.
There is a direct benefit from the standpoint of the X-COM Soldiers to make a jump up into Plasma Weapons as soon as possible to counter the gains of the oppressor alien opponent via their stabilist control arm of accurate near-group depth and cover-in-increasing-weight as a direct in-plane moveable.


Theory of Artifact Universe via 'Plasma War' in context of X-COM 'Space Infantry Infraction' : Mission Statement and Cydonia

In the take as to see this as a story line dispersal, I want to remind you of the aforementioned that :



 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.


Now that I have introduced the concepts in play prior to the artifact of Plasma Weapons, I want to introduce a further continuum pointer in that of an overarching 'Plasma War' in which the alien factions are in some way represented throughout and within the struggles of the alien invasion of earth. 

The idea that I want to provide is that it is a parallel struggle going on in a similar way to the other parties in X-COM UFO Defense, in order that 'Laser War' and 'Plasma War' meet (in X-COM UFO Defense (1994) ) as a Premise.


You can at some point prove to theory the take that due to the articles of warfare in the aliens and X-COM faction's loadouts they are effectively similar in terms of depth due to usefulness over each other's usefulness in tandem or over effect.


The Mission element of the X-COM faction is not evident prior to research of alien origins, but as the game progresses you can see that the ultimate goal requires (1) thing :

Capture of a very large craft. 

That being a need to capture a Commander, Leader, 1 other alien of any type alive -- as well as Navigation, Power Source, Alien Alloys, and Elerium(115).

- this specifically does not require use or research of Plasma Weapons


Theory of Overlapping Bases

After the UFO was captured I sold all items and made another Base called Wright-PatAFB in North America.
If you look at the 1st and 2nd Locations of buildings and Bases for Base 1 (Thule AFB) and Base 2 (Wright-PatAFB), you can superimpose either upon the border of another either mirrored/reflected or as is located directly. 

It may advantage you to see it as steps of 2 base units, potentially even larger if you can theory your handle through it.
The idea is that because there is a top Hangar at center portion in Thule AFB there should be a similar Object either top(mirrored) or bottom(continuous). 

You can also do this horizontally, but the difference is that you can not as well enjoy per say the benefit of 4 squares of buildable access due to the small and uneven footprint of the mirrored or extended base vs the initial Base(in this instance Thule AFB) vs another start up 3rd Base in the Early game Jan-March when you are technologically advancing into Laser Cannons.


Wright-Pat AFB Base build on Jan 12th.PNG
Continuous From top of Base 1 Starting at bottom of Base 2 as in a vertical stack.


Theory of Unit groups as 'Sensors' in Arbitrating distance-in-group vs Mass in Depth

Entire theory here: Theory of Unit groups as 'Sensors' in Arbitrating distance-in-group vs Mass in Depth

Theory of Small Craft represented as an Interior Battleground

entire theory here : Theory of UFO Craft represented as an Interior Battleground