Difference between revisions of "Theory of Metagame and Research"

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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 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.
 
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== Theory of International Navying vs Space Infantry as a Landmass Politic ==
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As in X-COM UFO Defense there are other pop culture references :
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(StarCraft - Protoss Carrier vs Interceptor : Infantry Marine)
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(Star Wars Rebel Space-fighting paradigm as a tactic in space vs International Navy)
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(Landmass as a moving concept of will-of-simulation in X-COM UFO Defense)
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of the topics and topics I wish to describe as 'International Navy', 'Space Infantry', and 'Landmass'.
 
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Revision as of 00:29, 27 June 2022

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 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'.