[suggestion] skyranger support

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warbrand2
Posts: 105
Joined: Thu Jul 14, 2016 5:55 am

[suggestion] skyranger support

Post by warbrand2 »

ok this concept maybe more complicated then it should be, but why can't we get support from the skyranger, we know it is able to hover in air as it does so for evac, and we know it is pretty stable in doing so.


So here is a suggestion for a mod.


SKYRANGER SUPORT
info: allows you to place a support zone marker for the skyranger, said marker will cause the ranger to hover their giving support fire.


to gain: craft support flare and throw it.

base info: the sky ranger acts as an over map long watch unit, with a 20 tile range, while deployed you can not evac soldiers. along with that it can not be deployed after the evac volume has been placed and placing the evac volume will cause it to leave combat mode.


functions and upgrades

base: by default the skyranger would have a nose cannon that acts like well a the autocannon on your heavier soldiers. this cannon has the highest tier reaction of any item in the players support but do to being mounted on the skyranger it has the accuracy of a hacked turret.

function: can be used for one attack per turn for 6 turns or 6 reaction shots, will fire multipule reaction shots per turn. once its ammo is out the skyranger will leave combat mode, if you need to evac on a mission in which you have deployed the skyranger it will deploy the evac volume right bellow it.


upgrades
the skyranger can be upgraded at the proving grounds, cannon ugrades also upgrade its weapon. along with that it can have some support upgrades from the guerilla ops school these are listed bellow.

rear seat: allows you to put one xcom soldier in a open seat on teh skyranger, this soldier will not be dropped in but instead will fire from the back of the skyranger. this seat is best for a sniper. the xcom soldier in this seat can not move and will be removed form combat as if evac'd when the skyranger leaves combat mode.

missile tubes: places a missile launcher on the skyrangers gun, this launcher uses one ammo to fire a rocket at any target you can see so long as the skyranger can get an angle on it, has a max of 2 charges.

salvo upgrade I: adds 2 ammo to the skyrangers cannon, and +10 aim.

salvo upgrade II: adds 2 more ammo to the skyrangers cannon and +10 more aim.

reinforcement drop: requires max squad size, if a soldier is killed allows you to drop your rear seat soldier into battle, requires rear seat.


------------------
EDIT: concept with LW2 in mind.
------------------


LW2 AIR SUPPORT

advent transport hijacking, this is an alternate idea for skyranger support. where the player will get a mission from the haven to hit a supply drop pad. doing so will give a hijacked advent transport to use in missions tied to that haven and location. said transport can also be used to move resistance members from one haven to another though it takes days based on distance.


ADVENT TRANSPORT FUNCTION

similar to suggestion above but the player can choose how it is built in the haven, building it up requires resistance members being assigned to it, and while it is built up said haven does not produce supplies. (time is slowed by faceless by 20% per upto 80%) so make sure you have a good leader before assigning this task.

from here the player will get a transport menu, where they can choose how to utilize the hijacked transport. at the start the player is given three options.

supply mule: supply raids in area give 2x supply, alien allows, and random chance to give weapon attachments.

resistance transport: allows you to call in a 4 man team on any mission, takes 3-6 turns to arrive and must be evaced with your main group. note resistance members must be assigned to this (replaces build assignment with crew)

resistance gunship: mounts a stolen advent turret to the bottom of it, this can be upgraded and have 2 door gunners.


WITH THIS CONCEPT COMES AN ENEMY CONCEPT

ADVANT TRANSPORT: info a large flying platform that counts as low cover form all directions but two which count as high cover. when a pod is dropped off their is a chance two soldiers will stay in the transport and give covering fire. this chance gets higher with difficulty. their is also a chance that the transport will be a gunship one with a lower mounted turret that has per action over watch.

how to take down: as the transport counts as a unit with a platform it can be targeted and all shots will have a 100% hit rate but count as if going against a target with 3 armor. the transport its self would have 10 HP, and killing it would kill any soldier in it, or under it when it crashes.


PLAYER CONTROLLED ONE

if the player builds a resistance gunship they get that transport above on their team. though the door gunner are rebels from the local haven. the big difference is the player can upgrade theirs. for this the player will have options from a tree each level costs more but gives a bigger boost. (note upon evac it is automatically counted as safe as long as it survived the fight, though the door gunners can die on the way back so be careful)


UPGRADE ONE:rocket pod or heavy door gunners
cost: 100 supply must have proving grounds
rocket pod: gives 2 charges of rocket barrage, an ability that fires off 3 rockets at an area, with 2 drift, they do 5 damage each and have a range of 3.

heavy door gunners: door gunners have cannons instead of assualt rifles, they also have a higher aim and crit chance.


UPGRADE TWO: improved turret or gunner protection
cost: 300 supply.
improved turret: turret can take 3 overwatch shots per turn (its ammo amount), and has ready for everything.

gunner protection: door gunners count as in low cover, from all angles.

UPGRADE THREE: MEDICAL DRONES or COMBAT DRONES
cost: 300 supply, 4x advent drone wrecks

medical drone: gains 4 charges of gremlin heal (turret counts as the use point), doesn't cost an action to use.

combat drone: gains 2 charges of deploy drone, which deploys an advent drone on the players team. note drone as a battery life of 3 turns after which it will automaticly die.


UPGRADE FOUR: MISSILE PODS, SUPER HEAVY GUNNERS
cost: 400 supply, 50 alien alloys.

missile pods: gives 6 charges of fire missile, which fires a target tracking missile after a one turn delay. can use two charges per turn. (how it works is it fires the projectiles the moment the alien turn ends.)

super heavy gunners: gives the door gunners EXO suits, with one rocket charge each. also boosts their aim and gives them kill zone.
Last edited by warbrand2 on Fri Jan 27, 2017 2:22 pm, edited 1 time in total.
Zephyer12
Posts: 1
Joined: Fri Jan 20, 2017 4:27 pm

Re: [suggestion] skyranger support

Post by Zephyer12 »

That sounds awesome, and maybe it could start with a researching a weapon for the Skyranger, I don't think it has one in Vanilla. And that research could give you the support flares.
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Valaska
Posts: 197
Joined: Tue Feb 02, 2016 5:45 am

Re: [suggestion] skyranger support

Post by Valaska »

I think being able to create, and maintain gunships at Haven's would be a logical way to handle something like this. Maybe even manufacture skyrangers and have them in Havens, control and station things like converted Mec's or sentry turrets along with resistance fighters. Deploy the gunships to maybe even help defend the Avenger or escort the skyranger, sort of a harrier like deal, basically a VTOL multirole.
sarge945
Posts: 124
Joined: Sun Jan 22, 2017 1:47 am

Re: [suggestion] skyranger support

Post by sarge945 »

I would love to be able to build Skyrangers in each haven, which would provide the following benefits.

-In each mission in that region, support fire can be called once, which will basically nuke a small area and clear it out
-Evacs in that region take 1 turn less, as the skyranger is closer
-In later missions, if you don't have one, enemy air support will fire on your troops
plasman
Posts: 15
Joined: Wed Feb 24, 2016 8:00 am

Re: [suggestion] skyranger support

Post by plasman »

An armed Sky Ranger is a nice suggestion, these weapons might come as various 'mission pods' attachments (miniguns, rockets, etc...). But then maybe this would require, for balance (and realism) purpose, to decrease the aircraft's troop transport capacity when the weapons are mounted.
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warbrand2
Posts: 105
Joined: Thu Jul 14, 2016 5:55 am

Re: [suggestion] skyranger support

Post by warbrand2 »

yeah that would be a given, I forgot to put it in the suggestion.


now that I think about it this should be a toggle thing, do you choose to take the skyranger in armed reducing your squad by lets say 4 in LW2. or leave it unarmed for maximum squad size.



hmm I need to refine this.


------------------
EDIT FOR MAIN POST
------------------


LW2 AIR SUPPORT

advent transport hijacking, this is an alternate idea for skyranger support. where the player will get a mission from the haven to hit a supply drop pad. doing so will give a hijacked advent transport to use in missions tied to that haven and location. said transport can also be used to move resistance members from one haven to another though it takes days based on distance.


ADVENT TRANSPORT FUNCTION

similar to suggestion above but the player can choose how it is built in the haven, building it up requires resistance members being assigned to it, and while it is built up said haven does not produce supplies. (time is slowed by faceless by 20% per upto 80%) so make sure you have a good leader before assigning this task.

from here the player will get a transport menu, where they can choose how to utilize the hijacked transport. at the start the player is given three options.

supply mule: supply raids in area give 2x supply, alien allows, and random chance to give weapon attachments.

resistance transport: allows you to call in a 4 man team on any mission, takes 3-6 turns to arrive and must be evaced with your main group. note resistance members must be assigned to this (replaces build assignment with crew)

resistance gunship: mounts a stolen advent turret to the bottom of it, this can be upgraded and have 2 door gunners.


WITH THIS CONCEPT COMES AN ENEMY CONCEPT

ADVANT TRANSPORT: info a large flying platform that counts as low cover form all directions but two which count as high cover. when a pod is dropped off their is a chance two soldiers will stay in the transport and give covering fire. this chance gets higher with difficulty. their is also a chance that the transport will be a gunship one with a lower mounted turret that has per action over watch.

how to take down: as the transport counts as a unit with a platform it can be targeted and all shots will have a 100% hit rate but count as if going against a target with 3 armor. the transport its self would have 10 HP, and killing it would kill any soldier in it, or under it when it crashes.


PLAYER CONTROLLED ONE

if the player builds a resistance gunship they get that transport above on their team. though the door gunner are rebels from the local haven. the big difference is the player can upgrade theirs. for this the player will have options from a tree each level costs more but gives a bigger boost. (note upon evac it is automatically counted as safe as long as it survived the fight, though the door gunners can die on the way back so be careful)


UPGRADE ONE:rocket pod or heavy door gunners
cost: 100 supply must have proving grounds
rocket pod: gives 2 charges of rocket barrage, an ability that fires off 3 rockets at an area, with 2 drift, they do 5 damage each and have a range of 3.

heavy door gunners: door gunners have cannons instead of assualt rifles, they also have a higher aim and crit chance.


UPGRADE TWO: improved turret or gunner protection
cost: 300 supply.
improved turret: turret can take 3 overwatch shots per turn (its ammo amount), and has ready for everything.

gunner protection: door gunners count as in low cover, from all angles.

UPGRADE THREE: MEDICAL DRONES or COMBAT DRONES
cost: 300 supply, 4x advent drone wrecks

medical drone: gains 4 charges of gremlin heal (turret counts as the use point), doesn't cost an action to use.

combat drone: gains 2 charges of deploy drone, which deploys an advent drone on the players team. note drone as a battery life of 3 turns after which it will automaticly die.


UPGRADE FOUR: MISSILE PODS, SUPER HEAVY GUNNERS
cost: 400 supply, 50 alien alloys.

missile pods: gives 6 charges of fire missile, which fires a target tracking missile after a one turn delay. can use two charges per turn. (how it works is it fires the projectiles the moment the alien turn ends.)

super heavy gunners: gives the door gunners EXO suits, with one rocket charge each. also boosts their aim and gives them kill zone.
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