Technical support > Feature Requests
Hire new soldiers/scientists/engineers
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I think the hire system must be changed.
In Xcom UFO defense and TFTD, we can hire all the soldiers we want, we just have to manage our money to pay their salaries.
Why could we hire new soldiers because we ve won the last battle? It's weird. We are supposed to be an elite team working for UN, so, if we need more guys, hire them, that's all.
jhcook1999:
It's supposed to be a trust issue, the countries no longer trust you as much, so not as many people are willing to signup. I haven't played too far into the game, (as builing a second base with a hanger of any type will crash the game), but I do know that you start out with some pathetic people. When you think about that, it's kinda realistic in the fact that, only the desperate people out there are trying to be employed by you....... But then again, that really goes against the background story of the Phalanx employing the most intellegent and best engineers out there.
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If human kind has to fight against alien, i am pretty sure that a lot of people will want to be Xcom like soldiers. Look at the US Army, they fight for nothingaround the world but they hire thousands of citizens every years.
I was playing to Xcom 1 in 1995 with 400 soldiers, so i feel a bit ridiculous with my 8 low skills women...
bart:
I think that having poorly skilled soldiers is a good game mechanic, and you really want soldiers to start bad so they can get better over the game.
The 'fluff' (story) stuff would be that you get basic soldiers/ scientists/ workers that have no Alien related skills, and then the build their anti-Alien soldiery, their Alien artifact reverse engineering, and Alien device building skills.
I think a lot of people are thrown by the word 'pathetic', as people don't like to think of anything of theirs as 'pathetic'. Starting the scale higher would probably make people happier. I would suggest a scale along the lines of "Aquainted"; "Familiar"; "Skilled"; "Adept"; "Masterfull"; "Phenomenal" would be a sliding scale that would make people happier.
A new soldier is "aquainted" with his weapons, a slightly better scientist is "familiar" with his tasks, a worker can be "skilled" after a lot of time in high tech manufacture, etc. It shows a base level of training, and also shwos the achievable progression.
Elbenfreund:
well, this has been discussed several times now i think, so i will limit myselft to summerise it once more. (all that follows is taken from the forum, so if im wrong, than because of that - if im right, you could have find out on your own ;) )
--why do elite soldiers have bad stats--
besides for quite obviouse reasons those stats are relative to alien statistics. In story terms: no matter how fuckin elite, earths elite is ... aliens still are better. The good news is, under the extreme pressure to save the world and getting the best training and equipment your foce has at least the oportunity to become as good as the aliens are.
--why are human rescources limited--
once again, game design is quite clear. story wise the reason in simply because (as mentioned before) PHALANX takes only the very best. and those are always limited on earth ;)
so even a accuracity skill of 65 is better than 98% of worlds foces bring in. and there is no use to let non-elite scientists research alien artifacts. even if you can get 100 of them instead of 1 elite one, they wont do the trick
ok, hope that helped to make sense. after all its just for the story. game mechanic wise those limitations seem quite reasonable and self explaining to me.
about the "terms" related to skill levels, you might be right and some cosmetic changes might be helpfull. not to hard to implement through i guess. maybe some more suggestions (mabye even a complete hirachy of labels?) would be a nice contribution :)
enjoy ufo:ai: Eric.
EDIT: i just realiesed that we got you here with rc5, so let me say a warm welcome on ufo:ai forums ;)
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