General > Discussion

New soldier stat increase system

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tobbe:
I could agree to most of the "health reduction after being wounded"-positions due to their realism...but then:
Why do you guys want to make the game even more difficult? The power of alien weaponry increases during the game, you face tougher and more deadly aliens...and you are going to LOOSE health for barely surving an encounter...do this on some consectutive missions and you have no chance to save your hard built up 50-mission trooper, cause he has only 50 HP left and will almost die from any hit....NO FUN!

Even if you simply negate the health-xp for that mission, i dont like the GAME-MECHANISM behind it...my soldiers are supposed to become better, so that they might survive a hit from late-game superior alein weaponry...keep in mind that the missions are suposed to become more challenging as the campaign goes on. This might included more enemies, better weapons or something like this. You simply NEED these HPs to have a fair chance to survive, well a fair chance of not loosing a well built up soldier....

Conclusion: I would strongly dislike ANY penalty for being wounded, as this would force me to play even more perfect (missions without even being wounded)... For me, it is challenging enough to keep all your soliders alive during some missions, so i dont need any game mechanics to make this even harder...

Concerning Mind-increase: Regardless how this mechanism will be implemented, i think that mind HAS to improve BEFORE you actually need it. I remember one of the really old X-COMs when you got a PSI rating really late in the game...and i was really pissed off to realise that half of my elite squad was bound to be controlled due to their pityful PSI-rating...and I had to replace them. An experinced soldier should have a fair chance to deal with PSI-attacks, even if he started with a bad rating...

nemchenk:

--- Quote from: BTAxis on February 13, 2008, 04:29:21 pm ---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 ---

BTAxis, if I may chip in here just for a second -- surely you would like it to be intuitive, or realistic, or whatever you want to call it, right? I mean, otherwise why not do D&D-style XP points, or magic crystals, or something else? Because, as I understand it, UFO:AI aims to avoid those kinds of gimmicks, right?

So, so long as it does not interfere with gameplay, it *should* model how humans learn, but in a simplified way. No?

On the actual proposed system, what I was suggesting was you would *gain* XP for being hit, not loose it. This way, vaterans of combat would have more XP, to illustrate the effect of coolness under fire etc. Health loss due to injury is surely already there (the guy has to spend time in hospital), unless you want this to act as a sort of push towards implants? "We can rebuild him, we have the technology!" ;)

nemchenk

Surrealistik:
Really, you shouldn't be getting hit in the first place, and I strongly believe in some form of disincentive for suffering injury in lieu of restricting troops from participating in missions (while recovering) which would be truly annoying. Perhaps permanent reductions could be eliminated or reduced according to difficulty level, but they should exist. Honestly. If you let your soldiers consistantly suffer major injuries (which are required for hp loss, so you can make some mistakes), you deserve to suffer for it.

BTAxis:

--- Quote from: nemchenk on February 13, 2008, 07:11:23 pm ---BTAxis, if I may chip in here just for a second -- surely you would like it to be intuitive, or realistic, or whatever you want to call it, right? I mean, otherwise why not do D&D-style XP points, or magic crystals, or something else? Because, as I understand it, UFO:AI aims to avoid those kinds of gimmicks, right?
--- End quote ---

In principle yes.

However, with soldier stats, you get a nasty case of realism versus gameplay. Realistically, it makes no sense for soldiers to start off with such low stats. They're supposed to be elite soldiers. By all means, they should already have a ton of XP. But is that fun? No. What's fun is seeing your soldiers grow as the game progresses. You can't have it both. There is no compromise that isn't crap. So I decided to go full-on gameplay on this one.

tobbe:

--- Quote from: Surrealistik on February 13, 2008, 07:12:32 pm ---Perhaps permanent reductions could be eliminated or reduced according to difficulty level, but they should exist. Honestly. If you let your soldiers consistantly suffer major injuries (which are required for hp loss, so you can make some mistakes), you deserve to suffer for it.
--- End quote ---

For me its not about making mistakes. If you make something wrong, you deserve to be punished (gameplaywise). Agreed.

One thing i was trying to point out is, that suffering major injuries happens quite often in UFO:AI. It often takes only one hit to be close to death. Alien walks around a corner, fires its tachyon rifle once, hits and retreats, without taking any reaction fire...Even the best tactics cant pervent THAT. I agree to the fact, that getting wounded should have some effect, but for me rebalancing the medikit, and therefore causing the need for some time in hospital i ok for me...

One last thing: what is the real GAIN for gameplay/fun of changing BTAxis mechanism? It might be my own personal approach, but i dont really care how realistic a game is, as long it is fun to play.


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