General > Discussion
Changing soldier recrutation system
sirg:
How about creating your squad from the start, but having only a limited amount of points to spread around, so you can't create 1 supersoldier for example.
I'm thinking about something like picking a soldier from the list and being able to increase his strength, intellect, sniper skill, etc by 10 or 20 points, but only with the 1st 8 people.
BTAxis:
Well, at the moment the skill range is 1-100, where the inital stats are somewhere between 20 and 45, and the projected training increase for a typical soldier career is 50 points. That pretty much already uses up the whole range. That's a problem, not just with a system like that but with several other things we have planned (implants, badges). The range is going to have to increase to have more values, just to fit in all of those effects.
Speaking of badges, I think that could be a good way to replace the current specialist soldiers, which are pretty unnoticeable at the moment. Instead of creating soldiers from different templates as is the case now, a soldier would always be the basic grunt, but with a small chance of having a "certified sniper" badge (or something) that gives him an initial stat bonus.
Shak:
I love the badge idea, seems very versitile.
To counteract the bonuses stacking too high, you could put an upper limit on some of the additions. I.e.
"Novice Sniper" Badge gives 15 skill points, skill limit of 50.
"Certified Sniper" Badge gives 25 skill points, skill limit 75.
DanielOR:
Specialists are grand, but I have to say - at the moment random fluctuation is enough to push a soldier towards one specialty vs. another and they develop into specialists over time. The idea I like best from what I've heard here is increasing the starting pull dramatically so that the random fluctuation provides enough variety. Maybe I do not get to have a guy who is fast and great with grenades and small arms right away - life's tough. I equip him and, provided he lives, he will get better.
I've heard this brought up before - how about training corses? They were quite handy in UFO:aftermath. I would propose the following:
A soldier can be assigned to train. They cannot be in a hospital, cannot go on a mission during training. Training itself, two options for implementation:
A) training on-ste. That means a soldier trains between missions. After a mission a soldier can be assigned to an intense one day course. During that time they are unavaliable. They have some probability to improve their selected skill by 1 point. The worse the skill to begin with, the more likely they are to improve.
B) training off-base. A soldier is listed as "training off-site". They are gone for, say, 9 days - week-long course, day each way to travel. The course improves the skill some random amount, also dependent on current skill level.
LOgic: raw recruits can be turned into at least decent soldiers over several weeks of intense training in one specialty. Of course, they are unavailable all that time. And the training is costly. An experienced operator can also improve, but after a year of sniping another week will not help as much. Plus, that week your best sniper is not killing aliens but instead hitting on that hot babe of a range instructor.
sirg:
--- Quote from: Shak on June 25, 2008, 01:47:00 am ---I love the badge idea, seems very versitile.
To counteract the bonuses stacking too high, you could put an upper limit on some of the additions. I.e.
"Novice Sniper" Badge gives 15 skill points, skill limit of 50.
"Certified Sniper" Badge gives 25 skill points, skill limit 75.
--- End quote ---
Very good game concept idea!
I think the main problem, or at least for me it was, creating a decent squad at the very start of the campaign. Sometimes I had to restart the game several times to get a good mix of random soldiers.
So having a way to customize your starting squad makes things much easier, because your soldiers won't be so useless and vulnerable.
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