General > Discussion
New soldier stat increase system
eleazar:
--- Quote from: SpaceWombat on February 12, 2008, 09:16:49 pm ---You often learn more from your mistakes than from your success. That would generally counter most attempts to eradiate XP by collateral damage or whatever incidents. I would suggest PHALANX guys are genrally tough and mentally stable guys and able to learn from things that messed up like every good soldier should do.
--- End quote ---
To be clear: what i suggested is that wounds taken in combat can cancel out any gain the soldier might get to his "health" stat. Or in a more cruel implementation actually lower the health stat.
It's not about "learning". It's about the health of the soldier's body, which is always lower after being blown apart, then reassembled in a hospital.
Surrealistik:
Power (strength) should have a role in determining melee damage, the range of equipment a soldier can use, the impact of armour encumberance, spread/recoil management of certain weapons, and the maximum distance of thrown objects. Increasing it would result from the participation of a soldier in activities immediately related to the concepts influenced by this attribute (throwing objects, moving while encumbered, etc...).
That said, health experience consequently, should stem from a combination of speed and power experience, and should be penalized for injuries suffered (penalties starting out small, but getting exponentially larger as injuries compound). If such injury is severe (50% or more of max health lost), all health experience for that mission is lost, and permanent health loss occurs, to an extent based on both the severity of the trooper's injuries, and the trooper's pre-reduction maximum health (people who are initially healthy to begin with tend to recover from lasting injury much better than those who are not).
Mind experience should also be derived from use of support equipment and gear (e.g. Medikit), and have an influence on the extent of their success and TU costs (in so far as I understand it as both an amalgum of both strength of will and intelligence). Mind experience should also be gained from successfully resisting panic or using/withstanding psionic attacks (when they are implimented).
Misses with weapons should be rewarded, initially granting smaller bonuses at lower experience levels relative to hits, and larger ones at higher experience levels relative to misses. This is because you tend to learn more from success as an inexperienced individual than you do as an expert. Success for the greenhorn, whether by skill or chance, often contains a wealth of lessons and common denominators that when throughly analyzed, can result in a quantum leap in understanding, as opposed to the much slower, iterative advance that comes through learning through failure, which tends to offer fewer valuable insights. The pro in the meanwhile, has a fairly intimate understanding of proper technique and approaches. He learns more through failure, because it typically highlights weaknesses in his robust methodology which can be acted upon to further improve it. Success by contrast teaches him little, emphasizing instead the value of what he already knows to be of worth.
SpaceWombat:
--- Quote from: eleazar on February 12, 2008, 09:35:41 pm ---To be clear: what i suggested is that wounds taken in combat can cancel out any gain the soldier might get to his "health" stat. Or in a more cruel implementation actually lower the health stat.
It's not about "learning". It's about the health of the soldier's body, which is always lower after being blown apart, then reassembled in a hospital.
--- End quote ---
Right to some degree. According to serious injuries I'm on your side (though this would not neccessarily influence "health XP" but merely influence health directly as you also meant I guess).
As I said already I would at least add a psychological component to "health" (pain tolerance...) because else it would not make much sense at all to be able to "train" health in combat (your body mass does not change, your stamina is trained through repeated training, not in mission performance...).
Do you disagree about a psychological component of "health"? If it's just physical I would suggest it is nearly fix because an already combat ready soldier is physical fit and will only decrease during combat and aging.
BTAxis:
--- Quote from: SpaceWombat on February 13, 2008, 04:06:39 pm ---because else it would not make much sense at all to be able to "train" health in combat (your body mass does not change, your stamina is trained through repeated training, not in mission performance...).
--- End quote ---
One thing I would like to note is that in my opinion, simple rules are better than complicated ones. Why? Because the increase is so slow. Significant changes happen over the course of dozens of missions. The change from one single mission is barely noticeable. That makes it a issue of how the increase behaves averaged over a lot of missions, and THAT means individual fluctuations are smoothed out and become irrelevant (this is the same point I was trying to make when I replied to eleazar's comment about the mind stat). Add to that my note about it being easy to hit the XP cap every mission.
My aim was never to make an accurate model of how humans improve. It's a game mechanic. It's meant to provide for soldier growth as a result from missions in a non-exploitable way, nothing more, nothing less.
SpaceWombat:
--- Quote from: BTAxis on February 13, 2008, 04:29:21 pm ---One thing I would like to note is that in my opinion, simple rules are better than complicated ones. Why? Because the increase is so slow. Significant changes happen over the course of dozens of missions. The change from one single mission is barely noticeable. That makes it a issue of how the increase behaves averaged over a lot of missions, and THAT means individual fluctuations are smoothed out and become irrelevant (this is the same point I was trying to make when I replied to eleazar's comment about the mind stat). Add to that my note about it being easy to hit the XP cap every mission.
My aim was never to make an accurate model of how humans improve. It's a game mechanic. It's meant to provide for soldier growth as a result from missions in a non-exploitable way, nothing more, nothing less.
--- End quote ---
True. I understand your point and I agree that it should be simple. That's why I would think of a mental stability increase through combat xp (you can't train everything in base, you need a hot deployment to feel real pressure and learn to get over the stress) rather than a physical fitness thing -the latter thing should be dealt with by another game mechanic. Serious injuries could be reflected by a permanent decrease in health but that has nothing to do with the development of a soldier through xp as I think of it.
Health increase by mission XP (not sure if related to other XP gains). Probably permanent decrease according to injury handling (that will be updated anyway as I suggest with the medikit redesign). My point so far.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version