General > Discussion
New soldier stat increase system
homunculus:
--- Quote from: Nevyn on October 25, 2008, 07:22:16 am ---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.
--- End quote ---
btw, i feel exactly the same way about it.
the reasoning could be that a fresh phalanx recruit who has some military background should be able to pick up the basics of shooting at aliens in just a few missions, like 2 or 3 missions, and after that the progress would not be significant.
that's why i would also suggest that soldiers could make quick progress an just a few missions, enough to become more or less almost as useful as 100 missions veterans.
i feel it is too much rpg (*wink* @odie) if you cannot afford any casualties.
Battlescared:
One possibility to offsetting the loss of a quality player would be to make new recruits start with higher stats as the game progresses, maybe an average of your best 10 guys or something. Even tie it to the difficulty level, with easier modes using few people while harder modes would use more people to keep values lower. Example:
Hard - averages 50 best players. The recruit pool is watered down by lower stat base-watchers.
Medium - averages 20 best players. New recruits would be based mostly on your best two teams.
Easy - averages 10 best players. New recruits would be based mostly on your best team.
Or something to that effect. This mainly kicks in in end game and offsets the penalty you encounter when you lose a high quality player and sets it up to bring a new recruit up to speed faster. Having terrible soldiers to recruit from only tends to encourage save/reload. I've always felt this was appropriate in a game like this because those soldiers in the recruit pool represent the troops, which will also get better as the war progresses and everyone learns how to battle the enemy, not just the few elite teams going into direct conflict. The ground troops will also learn more about them as our knowledge filters down to them. At least by my theory.
I also don't mean exactly the same as the team members you've lost; there should be some penalty for losing a member and that adds to the challenge. Some percentage would be required of the average. Doesn't have to be complicated, just balanced enough so that the new recruits are not as good as your best.
And sorry if this sidetracks the thread. Just an idea that's indirectly related to the stat system in general.
Another Guy:
--- Quote from: Battlescared on July 08, 2009, 10:46:33 pm ---One possibility to offsetting the loss of a quality player would be to make new recruits start with higher stats as the game progresses, maybe an average of your best 10 guys or something. Even tie it to the difficulty level, with easier modes using few people while harder modes would use more people to keep values lower. Example:
Hard - averages 50 best players. The recruit pool is watered down by lower stat base-watchers.
Medium - averages 20 best players. New recruits would be based mostly on your best two teams.
Easy - averages 10 best players. New recruits would be based mostly on your best team.
Or something to that effect. This mainly kicks in in end game and offsets the penalty you encounter when you lose a high quality player and sets it up to bring a new recruit up to speed faster. Having terrible soldiers to recruit from only tends to encourage save/reload. I've always felt this was appropriate in a game like this because those soldiers in the recruit pool represent the troops, which will also get better as the war progresses and everyone learns how to battle the enemy, not just the few elite teams going into direct conflict. The ground troops will also learn more about them as our knowledge filters down to them. At least by my theory.
I also don't mean exactly the same as the team members you've lost; there should be some penalty for losing a member and that adds to the challenge. Some percentage would be required of the average. Doesn't have to be complicated, just balanced enough so that the new recruits are not as good as your best.
And sorry if this sidetracks the thread. Just an idea that's indirectly related to the stat system in general.
--- End quote ---
Very nice Idea!!! I totally agree with that.
Obs: I prefer Bettlescared idea, but this would lead to a complete reformulation of the actual new soldier stats generation. Alternatively we could add a fixed (Min=x, Max=y constant) experience to every stats multiplied by the game month to new soldiers (eg. 10th month of the game, new soldiers would get the month experience constant multiplied by 10).
This would require some testing to ensure recruits would never be generated better than a veteran soldier, but enough so that veteran soldier deaths don't have a huge impact on the game (causing to simply load game).
Again not as guaranteed and balanced as the average of ur top solders minus a constant percentage. Just less coding work.
odie:
Excuse me folks,
I think this was long already in the developer's plan to be the way it is now.....
My point in this dig into the thread was to clarify with the original concept developer (BTAxis) whether it was in place already as planned.....
Sorry to disappoint u folks, but i dun think this was meant for further discussions...... (And yes, to a certain extent, this HAS an element of RPG, just not the role playing part, but incremental XP / stats part).
:D
Another Guy:
Well, just my 2 cents...
Anyway, I think there is a plan for a training facility in the future. Maybe rokies could train faster than veterans, balancing veteran loss (but never as good as a veteran).
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version