Hi,
this all looks quite complicated
I'd have a few request:
- The XP system should be simpler.
- I would not give XP for any movement. Failed hits would also not account for XP.
- Getting injured (and healing up too) should give a reward for the time its healed.
- I would not make any MAX XP cap anywhere, however I would make "learning" or training
more and more expensive. My reasoning for this would be that such a trained soldier
would always learn more and more, but he could benefit only a tiny tiny tiny bit
more and more. It was written that there could be a the
XP cap is there to prevent "training abuse"
but I would instead make the cost grow faster - there should never be "too much
training" (if one has the time to learn... if you train in reallife, you also have to eat and
sleep a bit better normally. You cant make weightlifting and drink only beer and eat
only pork meat and then expect to go on a marathon and win it without sleeping
much
)
Btw although it doesnt belong here, I would love to see temporary enhancements, i.e. the soldier would inject into himself some pain drugs to continue fighting, surrounded by aliens...
My main gripe is that the whole XP system seems too complicated. I am sure you guys have good
reasons for having a sophisticated XP system, but one aspect is also how new players learn a
concept, and I think the XP system could be a bit simpler than the one presented here.
The power of 0.6 makes sure no veteran soldier will ever be surpassed by a newer soldier, even if the newer one had better initial stats, as long as the veteran keeps training.
That is of course your decision to make, I have however one thing to throw in, which is that sometimes there is a little bit of luck involved too. For example, the elite sniper might be losing out to a new recruit slowly (because this recruit trains more and is smarter to learn from something, and has slightly better eyes and better genes *g*).
I just think that a tiny bit of luck should also be a factor in having benefits from constant training, and in this scenario it would be two veterans. However, as I wrote earlier that I am for simplifications, I am totally fine with capping it in such a way, after all luck adds to the complexity too (and is hard to predict, although to be honest, I dont think the system should be totally _predictable_ to a player...).
BTW I think killing or capturing an alien should give extra XP
Also how are the physical stats improved?
Last but not least, a XP system is great to have because everyone starts to care for his veteran soldier that killed 58 aliens and has trained so much that it really is a HUGE loss to not have him around anymore... ;-)