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Author Topic: Skills Advancement  (Read 5531 times)

LordHavoc

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Skills Advancement
« on: September 23, 2006, 09:17:42 am »
Here's my proposal for how skills advance (see also my separate thread called Skills Proposal for benefits of the skills):

I propose that skills should be limited to 200 or 250 or a similar value.

Advancement of skills operates based on use of the skills, in two different categories:
Attempt - a +4 or similar bonus to the skill for attempting to use it.
Success - a +6 or similar bonus to the skill for successfully using it (this is in many cases in addition to the Attempt bonus).

Each bonus is tracked only as a yes/no flag, consequently a soldier can only be awared each bonus once per mission (this is completely intentional), and the bonuses are awarded after the mission, not during the mission.

Skill awards are disabled while insane (panic, shaken, mind control, etc), only awards given before or after temporary insanity count toward the skill awards at the end of a mission.

These bonuses may sound high until you consider that high ranking soldiers may be killed off, and maxing out a skill does not make the soldier a killing machine, there are always ways they can be brought down by poor tactics.  (although it may be difficult to bring down a very high Strength character)

Furthermore, reaching a 250 limit from a starting value of 70 (a rather high rating for a rookie) would take 18 missions in which the soldier fully utilized the skill (both attempt and success), so for instance with Strength only missions that counted firing/throwing a weapon or taking damage count toward the 18 missions needed to rise from 70 strength to 250, missions in which they did not fire/throw any weapon and did not take any damage do not count, missions in which only one of these events occurred count only partially, so in actual practice it is likely to take 25-30 missions to reach the 250 limit on a skill, this is a very long time and a lot of luck, but still possible.

Note to programmers: For purposes of this explanation, weapon refers to an item used for attacking, and specifically does not include medikits and other utility items, even if they may be implemented as a weapon in the code.

How to advance each skill:

Strength (renamed from Power):
Attempt - firing/using a weapon.  (weapon weight and recoil build strength)
Success - taking damage.  (this is a success in the sense the soldier lived)
(Note: this would be based on overweight weapons, but as strength rises it would become increasingly difficult to find weapons too heavy for the soldier and the skill would eventually become impossible to fully utilize in each mission)

Speed:
Attempt - always awarded.  (Combat is a harsh experience and quickens the nerves)
Success - successfully dodging an attack. (as mentioned in the skills proposal, higher speed improves chances of dodging attacks)

Accuracy:
Attempt - firing/throwing a weapon.  (this also builds Strength)
Success - hitting with any weapon at a range of 8 squares or longer.  (at these distances accuracy becomes an issue)

Mind:
Attempt - using a mind probe for any purpose (panic, mind control, or detecting lifeforms).
Success - resisting a mind attack (panic or mind control).
Note: As mentioned above, temporary insanity (panic/mind control) prevents awards from being given, so the chance of success is quite low if the soldier has a weak mind, but a strong mind will be reinforced by the experience.  However using a mind probe will still increase the mind skill so even the most weak minded individuals can eventually come to understand psionic attacks and in doing so become more resistant to their effects.

Close Combat/Heavy Weapons/Assault Guns/Sniper Rifles/Demolitions (renamed from High Explosives):
Attempt - attacking with or reloading a weapon of the relevant category.
Success - hitting with a weapon of the relevant category.
Note: as noted in the Skills Proposal, these skills affect only TU cost of using the relevant weapons, they reflect technical knowledge of the weapon and not skill in aiming it or ability to resist its recoil.

vorticone

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Skills Advancement
« Reply #1 on: September 23, 2006, 01:49:16 pm »
Sounds good. However I would only make the skills go up to 100 (like a percentage) and make them harder to increase when the skill is already high. Slow advancement up to 75, slow up to 90, very slow to 95, almost impossible up to 100.

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Skills Advancement
« Reply #2 on: September 23, 2006, 03:06:51 pm »
The skill points are not in precents right now, they are compared to the aliens. Like this:
An alien has strenght at ~200, a rookie has it at ~60, you can train yourself  to be stronger than an alien, but it'll take lots of work.

Offline Winter

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Skills Advancement
« Reply #3 on: September 23, 2006, 04:05:52 pm »
This sounds certainly worth a try to me.

Regards,
Winter