General > Discussion
New soldier stat increase system
BTAxis:
Note that right now there are only 2 different armours in the game for the player to use. There will be 5 more. In addition, the aliens currently uyse their entire arsenal right off the bat. In the future they will not start using the really powerful guns until a while into the game, so the player can be expected to be better protected by that time.
TrashMan:
--- Quote from: eleazar on February 13, 2008, 10:42:45 pm ---The devs may correct me if i'm wrong, but while this game is supposed to be win-able it's not supposed to be easy. You are going up against an unknown and superior enemy. For the proper atmosphere of desperation, you are supposed to take casualties. That's why there's a way to hire new guys. Having multiple ways for the soldiers to be taken out of battle-fitness besides being instantly killed on the battlefield IMHO emphasizes the feel of a desperate fight.
--- End quote ---
Are you telling me I'm SUPPOSED to loose my dear elite soldiers? and what's fun in that please?
I mean, I guess it partially comes down to how you play.. I currently have 5 bases and soldiers in every one of them (defense teams). I got 2 teams that get sent to some missions - 1 elite team and 1 backup team. I don't tolerate casualties in the elite team, but I do get losses in other teams from time to time. That's how I like it!
If you now try to twist the game so I MUST take heavy loses that it ceases to be fun. Period. No amount of nice twinkly features will fix that.
You can change the hospital/injury system a bit - medikits can heal up to 2/3 of health. If the soldiers health has fallen below 50%, when he's back at base his health 8even if healed with medikit to 2/3) will fall back to 50% and he'll have to recover in the hospital. That ought to put heavily wounded soldiers out of comissions for a bit longer, while not being overly restrictive.
TrashMan:
--- Quote from: shevegen on June 08, 2008, 02:54:19 pm ---I dont agree that it should influence accuracy with heavier weapons. Either you are strong enough to handle a weapon or not.
--- End quote ---
Yes, but the stronger you are, the easier it is to keep the weapon steady when fireing..less wobble...better control.
Nevyn:
I have a question.
While this xp gain is based on a soldier not dying, what are the odds my soldiers will not die through an unlucky event, assuming I don't simply reload when I loose a soldier.
If the odds are high that a soldier will die before completing 100 missions, then I would expect either training to be easier, or alternativly, a way to get new soldiers who already have some xp, to reflect the national armies experience against the aliens providing a more skilled baseline of troop than the initial start.
I would expect that xp to be less than a surviving soldiers xp of course, but I would also expect there to have been some xp gained by a soldier.
odie:
Hi BTAxis,
Been checking the changelog and realised that you have this topic started to explain the XP system.
Did not meant to blog-dig, but it was in the latest changelog update on the main page.
I would like to check with you if this has been updated as per your initial conceiving of this concept? Implemented?
Reason for me asking? I have been studying the advancement process vs ranks and medals and stuff, realised that there is a 0.6 everywhere and wondering if this is arising from this initial concept. :D
Thanks.
:D
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