Difference between revisions of "Theory of Metagame and Research"

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== Artifact Universe via 'Plasma War' in context of X-COM 'Space Infantry Infraction' : Mission Statement and Cydonia ==
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== Unit groups as 'Sensors' in Arbitrating distance-in-group vs Mass in Depth ==
  
 +
Theory evident 2 Tanks/Cannon and 5(5 of 6) Soldiers can be represented as a 'Sensor': this is how.
  
In the take as to see this as a story line dispersal, I want to remind you of the aforementioned that :
+
Consider a 8 wide grid as 'o' as open and 'X' as a unit just as to abstract a tank as 4 2-by-2 'X' and Soldier is just 1 to make this clear in 1 step and not stay on nomenclature.
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+
 
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+
'o - o - o - o - o - o - o - o' would represent a 8 wide path of nothing in it.
  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.
+
'x - o - o - o - o - o - o - o' would represent , 1 X-COM Soldier at front with 7 consecutive iso squares with nothing.
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+
 
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+
Consider:  Placing 2 tanks like this:
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.
+
 
+
o - o - o - o - o - X - X - o
  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.
+
o - o - o - o - o - X - X - o
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+
X - X - o - o - o - o - o - o
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+
X - X - o - o - o - o - o - o
  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.
+
 
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+
also consider this:
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+
 
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 :
+
o - o - o - o - o - o - o - o
 +
X - X - o - o - o - o - X - X
 +
X - X - o - o - o - o - X - X
 +
o - o - o - o - o - o - o - o
 +
 
 +
with Soldiers spaced in:
 +
 
 +
o - o - o - o - X - X - o - o
 +
X - X - o - X - X - X - X - X
 +
X - X - o - o - o - o - X - X
 +
o - o - o - o - o - o - o - o
 +
 
 +
leading to the ideas in play here, this is a 'Sensor' via the directly above graph of width, see 3 steps of superior ->
 +
 
 +
1:
 +
 
 +
  o - o - o - o - o - X - o - o
 +
X - X - o - o - o - X - X - X
 +
X - X - o - X - X - o - X - X
 +
o - o - o - o - X - o - o - o
 +
 
 +
2:
 +
o - o - o - o - o - X - o - o
 +
X - X - o - X - X - X - X - X
 +
X - X - o - o - X - o - X - X
 +
o - o - o - o - o - o - o - o
 +
 
 +
3:
 +
o - o - o - o - o - X - o - o
 +
X - X - o - X - X - o - X - X
 +
  X - X - o - o - o - X - X - X
 +
o - o - o - o - X - o - o - o
  
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).
+
I do not want to dwell on this at drawing at-hock array descriptions, I always see this as negative to the flow of the article. It is easier to represent in game but see the packet of tag-fire marines as the moveable vs the holding embankment of the 2 tanks as barrier reason at-as opposed in 2 Tank and 6 Soldiers -- more widely.
 +
------------------------------------------------------------------------------------
 +
[[File:2 part infantry motivation manuever - 2 Jan 13th.PNG]]
 +
 +
Tank maneuvers can occur after the infantry steps in X-COM making it variable in terms of use, in Mission 1 UFO (Medium Scout) Tank/Cannon can engage at will and is the Hunter vs 'Plasma Pistol fleet' Sectoids without cover or array logic in terms of adequate ranging via person soldier movement as array logic via (the opponent in X-COM UFO Defense 1994).
  
  - this specifically does not require use or research of Plasma Weapons
+
  [[File:2 part infantry motivation manuever - 3 Jan 13th.PNG]]
  
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+
The weakest position in the 2 Tank/Cannon 6 Soldier(Rifle/HE) Conventional variant-mix is opening down the ramp of your SKYRANGER and engaging cover as a compact negative of fire as warfare-vs-contend logic of own-decision making(Vs 'Arbitrary Reticulan Advance'(the idea the alien is fighting you in the game and in real) via the material noise between subject-reality in terms of 'Sectoids' as a tech variant in X-COM UFO Defense and : You needing to know why that is via/vs. operating the game tangibly)
 +
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Revision as of 00:40, 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'.


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).

'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.


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


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

Theory evident 2 Tanks/Cannon and 5(5 of 6) Soldiers can be represented as a 'Sensor': this is how.
Consider a 8 wide grid as 'o' as open and 'X' as a unit just as to abstract a tank as 4 2-by-2 'X' and Soldier is just 1 to make this clear in 1 step and not stay on nomenclature.
'o - o - o - o - o - o - o - o' would represent a 8 wide path of nothing in it.
'x - o - o - o - o - o - o - o' would represent , 1 X-COM Soldier at front with 7 consecutive iso squares with nothing.

Consider: Placing 2 tanks like this:

o - o - o - o - o - X - X - o
o - o - o - o - o - X - X - o
X - X - o - o - o - o - o - o
X - X - o - o - o - o - o - o

also consider this:

o - o - o - o - o - o - o - o
X - X - o - o - o - o - X - X
X - X - o - o - o - o - X - X
o - o - o - o - o - o - o - o

with Soldiers spaced in:

o - o - o - o - X - X - o - o
X - X - o - X - X - X - X - X
X - X - o - o - o - o - X - X
o - o - o - o - o - o - o - o

leading to the ideas in play here, this is a 'Sensor' via the directly above graph of width, see 3 steps of superior ->

1:

o - o - o - o - o - X - o - o
X - X - o - o - o - X - X - X
X - X - o - X - X - o - X - X
o - o - o - o - X - o - o - o

2:

o - o - o - o - o - X - o - o
X - X - o - X - X - X - X - X
X - X - o - o - X - o - X - X
o - o - o - o - o - o - o - o

3:

o - o - o - o - o - X - o - o
X - X - o - X - X - o - X - X
X - X - o - o - o - X - X - X
o - o - o - o - X - o - o - o


I do not want to dwell on this at drawing at-hock array descriptions, I always see this as negative to the flow of the article. It is easier to represent in game but see the packet of tag-fire marines as the moveable vs the holding embankment of the 2 tanks as barrier reason at-as opposed in 2 Tank and 6 Soldiers -- more widely.

2 part infantry motivation manuever - 2 Jan 13th.PNG

Tank maneuvers can occur after the infantry steps in X-COM making it variable in terms of use, in Mission 1 UFO (Medium Scout) Tank/Cannon can engage at will and is the Hunter vs 'Plasma Pistol fleet' Sectoids without cover or array logic in terms of adequate ranging via person soldier movement as array logic via (the opponent in X-COM UFO Defense 1994).
2 part infantry motivation manuever - 3 Jan 13th.PNG
The weakest position in the 2 Tank/Cannon 6 Soldier(Rifle/HE) Conventional variant-mix is opening down the ramp of your SKYRANGER and engaging cover as a compact negative of fire as warfare-vs-contend logic of own-decision making(Vs 'Arbitrary Reticulan Advance'(the idea the alien is fighting you in the game and in real) via the material noise between subject-reality in terms of 'Sectoids' as a tech variant in X-COM UFO Defense and : You needing to know why that is via/vs. operating the game tangibly)