General > Discussion
Autoresolve ideas
Lost Angel:
As a suggestion, the game should gather statistics on how you complete the missions and given similar balance adjust for your skill level, that is if I tend to complete most missions with max 2 soldiers wounded, it should boost up my success rate in autoresolve as opposed to when I get my soldiers killed on average, my autoresolve should accordingly have higher fatality ratio.
Why this makes sense? Because many of us don't have too much time to invest in every mission, yet after 2-3 autoresolves the squad is shredded to nothing, while with the same squad played manually I get maybe 1 dead in 4 missions (I do retry).
I am not sure what the exact learning algorithm should be, how complex to make it, but I guess it should rely on current system, just adjust success/failure chances via learning curve considering fatalities, number of wounded, soldiers XP level.
Any ideas?
jerm:
I don't think it should work that way. It's way too easy to run a few AMAZING missions (from reloads) then autoresolve all the way to victory.
If anything, it should run on a more linear algorithm based on gear score (*gasp! prepares to be lynched by WoW scrubs*) Something like, (Total Aliens gear score)(Some RNG value for kicks)-(PhalanX squad gear score)(Some RNG modifier here too)=% chance to win. Of course, not knowing what the aliens are packing and the RNG modifier would even it out a bit. If the aliens outnumber and outgear you=autoloss. I suppose the soldier's rank and skill should also factor into the RNG modifier for Phalanx members.
Just a thought.
Lost Angel:
well, the autoresolve adjustment should be more clever, meaning the more battles you win - the more solid your success modifier - I've done over 300 missions by now and as I sign in - I have 4 downed fighters and 1 flying to be shot... come on...
jerm:
Aircraft combat is a different issue, but I think I saw somewhere that pilot skill is going to be implemented. But it has something to do with how piss-poor earth-based Phalanx aircraft are. Scouts can be taken out by single aricraft. UFO fighters need at least 2 crafts to shoot down safely (with pre-laser weaponry and even then, have 2 just in case). Transports/Terror ships are not even possible with 2 ships and laser weaponry. There's simply not enough damage to take it down. You'll need at least plasma cannons.
The autoresolve mentioned by OP is the tactical mission autoresolve function.
Lost Angel:
Jerm, indeed, I mean tactical missions. For aircraft the balance is fine - I'm pre-lazer (I have it, but not researching yet) and I can shoot down pretty much any craft by luring it into heavily guarded landspot with a base and a couple of sam sites just fine... what can be done there is something of an optional mini battle screen letting the user take that dogfight manually to some degree.
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