General > Discussion
attributes for other personnel types?
geisthund:
Just a thought, that spawned off from something previously...
I previously thought that it might be interesting if our R&D staff (scientists, engineers) had profession-specific attributes (eg the scientists have points for... perhaps innovation, scientific method, etcetc) that influence how rapidly we are able to make new scientific discoveries / come up with new ideas spawned from scientific discoveries, understand alien tech etc etc; engineers could have a similar set) as well as combat attributes (for base invasions)... perhaps we could send scientists for combat training as well (if the player wished to)
so I got to thinking the same might apply for hospital staff as well - doctors, nurses etc. And these could in turn affect the speed wounded soldiers recover, or perhaps if a soldier flies in from combat with a critical injury, whether they live or die. And dang would it be fun to assault aliens with a squad of doctors and nurses :D
So in short when you're at the early game the quandry becomes - do I get a lot of low cost workers for lower quality, or put all my eggs into relatively few baskets, and go for the pros? This lets people map out their game more according to what kind of people they are.
Would this be too much micromanagement for most people? Or would it be interesting?
Also would it be impossible to include in the game, or is it a possibility?
Battlescared:
I would like it. Scientists and workers used to have stats, but they were the same as soldiers and didn't make much sense, as I recall. I would like to see stats on them too and have it impact development time. I also liked the idea of XCOM that we had to protect them in base attacks. I wish that was in here too.
It it too much micromanagement? Probably. I would still like it though. :)
Jon_dArc:
I feel like the subgames involved simply aren't rich enough to justify stats—at least without some significant modifications in how research and production work, I'd actually suggest the other way and replace the current named-units-with-checkbox system with a spinner like inventory for workers and scientists. Pilots also don't have a rich subgame, but at least you don't need to deal with a lot of them.
~J
Battlescared:
--- Quote from: Jon_dArc on May 22, 2012, 12:21:04 am ---I feel like the subgames involved simply aren't rich enough to justify stats—at least without some significant modifications in how research and production work, I'd actually suggest the other way and replace the current named-units-with-checkbox system with a spinner like inventory for workers and scientists. Pilots also don't have a rich subgame, but at least you don't need to deal with a lot of them.
~J
--- End quote ---
Yeah, I agree. As it is right now, spinners would be easier than having to select each one. The end result is the same.
My overall vote would be to define stats for workers/scientists/pilots and have them develop over time. Perhaps in harder games make them scarcer from the countries, maybe no more than one a month from each country, and again, have to protect them during base raids. Aliens could be programmed to go after the better workers/scientists to knock them off and set back production. If researchers and engineering stats increased over time, then it would be an impact to lose one as you'd have to develop new ones to replace them to get production levels back up.
rodo:
Why not go ahead and do something like in Apocalypse, have your scientist feature lvls in a certain area of expertise like lvl 80 on engineering or 97 on biochimestry then have'em play like civi's on base attack missions, this way you should try to save your scientists/workers.... cause you know, it's hard to get one with high lvl's.
They should not lvl up or anything after finishing work, the lvl is just there to make them desirable to be saved, aside from saving the base keeping your civ's alive would be a secondary objective.
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