project-navigation
Personal tools

Author Topic: no XP gain when autoing missions  (Read 2839 times)

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
no XP gain when autoing missions
« on: June 07, 2008, 05:17:29 pm »
Whenever I auto a mission, my agents get no stat increase whatsoever..not even in the mind stat (which should always increase by 1 every mission) A bug?

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: no XP gain when autoing missions
« Reply #1 on: June 07, 2008, 05:41:15 pm »
Yep. Autoresolve is pretty dodgy at the moment.

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: no XP gain when autoing missions
« Reply #2 on: June 07, 2008, 06:01:19 pm »
may be it should be called feature? At least in current implementation?

Offline Shivoc

  • Cannon Fodder
  • **
  • Posts: 1
    • View Profile
Re: no XP gain when autoing missions
« Reply #3 on: June 07, 2008, 07:48:20 pm »
the current autoresolve feature shouldn't be used at all... it really feels like cheating ;)
f.e. if not defending your base it only counts how many soldiers you have to calculate the odds of winning, there is no possibility that a soldier dies during the mission (it's all or none), it doesn't even matter if any soldier in your team has a weapon... it seems to be better for base defense missions, as equipment seems to be used for calculating odds there, but it's still far from great...

i want to work on this and as soon as i have some initial ideas on how the mechanics behind it should work, i'll start a discussion thread about it...

for now not gaining xp for autoresolve missions is the least you can get for using it :) (of course i know how useful the feature is... it's just not implemented in a meaningful way yet) :)

Offline vedrit

  • Sergeant
  • *****
  • Posts: 438
    • View Profile
Re: no XP gain when autoing missions
« Reply #4 on: June 08, 2008, 02:15:12 am »
maybe it should determine how likely the individual is to survive, get wounded, or kill before getting killed. Skills, weapon and armor equipment, medic, ofcouse, day or night. All these would effect the likelyhood of victory, wounding/death, or complete defeat.
In my mind,, it would be kinda complex, but the outcome would be very reliable