General > Discussion
New soldier stat increase system
nemchenk:
Nothing for being shot at, or getting hit? I mean, courage under fire and all that...
Also, I'm not sure what the status of panic or mind-control functionality is yet, but it would be nice if those counted to. For example, resisting a panic attack, or successfully mind-controlling an enemy.
As a quick aside, I was thinking it may be nice for n00bs to be able to start their own training missions, perhaps with dummy or baton rounds if those were implemented. This would help total newcomers to UFO and UFO:AI learn Battlescape controls and tactics, and account for (some of?) the "training facility" skill/stat improvements.
Otherwise it looks good to me! ;D Many thanks,
nemchenk
SpaceWombat:
Well, some points from my side.
As I understood it the weapon skill/accuracy system relies on different weapon categories and "performed hits" (i.e. successful effective use of the weapon).
My logic would be that the XP bonus should depend on the spread rather than on the category (a weapon with higher spread in the same category is more difficult to use effectively thus training with such a weapon would more likely improve the accuracy than with an idiot-save autoaim rifle :D ). A sniper rifle will more likely produce a hit than a machine gun at the same distance. Snipers seem to be slightly overpowered to me (even though they have less rounds/TU).
This "a hit rewards" thing in the first step leads to a systematic in which soldiers who are already good at shooting will be rewarded with more XP than a rookie soldier but that is countered because of the logarithmic structure (am I right on that?). The logic of course would be that it is easier to get a poor shooter to an average level than an average shooter to an expert level. That is exactly how it is intended and working using these formulas, right?
Overall I think it is a logic and accurate piece of good work. I'm eager to test it.
nemchenk:
--- Quote from: SpaceWombat on February 12, 2008, 06:48:01 pm ---The logic of course would be that it is easier to get a poor shooter to an average level than an average shooter to an expert level.
--- End quote ---
I haven't the studies' references to hand, but I believe this is exactly how humans learn. It gets progressively harder to get better at something the better at it you get. If you see what I mean... :)
eleazar:
I think it would be sensible if certain occurrences can negate the points in certain areas.
For instance a soldier that panics would loose "mind" XP (amount depending on the length of his panic attack).
It seems reasonable that he could even lower his "mind" stat by killing civilians, or worse fellow soldiers. This might send a soldier on a downward psychological slide, but wouldn't that really make the alien invasion feel serious?
Also being wounded could negate the "health" XP gained. This should probably be weighted towards serious wounds. Being slightly wounded wouldn't matter much, but coming back from a mission nearly dead could erase any "health" gains.
I think these kind of changes would tend to make the soldiers feel more like real people.
BTAxis:
--- Quote from: eleazar on February 12, 2008, 07:12:06 pm ---It seems reasonable that he could even lower his "mind" stat by killing civilians, or worse fellow soldiers. This might send a soldier on a downward psychological slide, but wouldn't that really make the alien invasion feel serious?
--- End quote ---
No argument surely, but... How often is a soldier going to kill civilians or own troops? It may happen by accident a couple of times, of course. But how much is that on the bigger picture? Unless the penalty was excessive, it would never get noticed by the player. And I don't see much point including a mechanic that has virtually no impact.
The getting wounded part would probably work, though.
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