UFO:Alien Invasion

General => Discussion => Topic started by: kuertee on May 20, 2007, 01:11:52 am

Title: super-powered recruits too early
Post by: kuertee on May 20, 2007, 01:11:52 am
hey guys. great game - much better than the commercial ufo:et.

anyway in my standard games, i keep finding "super-powered" recruits (i.e. recruits with very high - 99% too 100% skills rating) in the 1st round of recruitment. (this is the time when you get your first lot of funding after start.)

is this normal? thanks, again.
Title: super-powered recruits too early
Post by: Woreczko on May 20, 2007, 03:02:22 pm
Yes, I second that observation.

So far I`ve played on standart difficulty setting, maybe on harder ones recruits are worse initially?
Title: super-powered recruits too early
Post by: Zenerka on May 21, 2007, 09:23:46 am
Bugs bugs bugs. The level of new personel able to recruit should be similar through the whole campaign as far as I know.
Title: super-powered recruits too early
Post by: breversa on May 21, 2007, 06:41:12 pm
What about skill improvement ? Has the system already been designed (and/or implemented) ? I remember reading a skill progression system on this forum (first successful skill roll = +8, failed roll = +4)...
Title: super-powered recruits too early
Post by: Zenerka on May 21, 2007, 11:13:21 pm
Poorly implemented updating skill by gaining experience is done already in 2.1. It needs some additional work and extensions, though.
Title: super-powered recruits too early
Post by: Grotus on July 20, 2007, 02:35:31 am
The skills seem to be skewed really high by design.  The abilities have a much wider range, except on the hard setting.  The ranges are set in the campaign.ufo file and are:

Very Easy:
Abilities:  75-100
Skills: 85-100

Easy:
Abilities: 55-100
Skills: 75-100

Standard:
Abilities: 15-80
Skills: 75-100

Hard:
Abilities: 65-80
Skills: 65-80

Very Hard: (default values from game/inv_shared.c)
Abilities: 15-75
Skills: 15-75

There was a bug in 2.1 where the initial startup of the game used the default values like Very Hard, but subsequent characters used the values set up in campaign.ufo.  This has been fixed in the trunk version.
Title: super-powered recruits too early
Post by: Zenerka on July 20, 2007, 11:16:54 am
If we would lower such values to something more reasonable (there should NOT be any soldier with > 70 in any skill at start), everything would be ok, no?
Title: super-powered recruits too early
Post by: Winter on July 20, 2007, 01:21:19 pm
Quote from: "Zenerka"
If we would lower such values to something more reasonable (there should NOT be any soldier with > 70 in any skill at start), everything would be ok, no?


Sounds good to me. Better than the way it currently is, anyway.

Regards,
Winter
Title: super-powered recruits too early
Post by: Voller on July 20, 2007, 03:33:12 pm
That  reminds me of an inconsistancy I found:

When starting a new campain, one gets 14 workers for the standard campain, but only 10 for the easy campain. I assume this is a typo and should read 4 instead of 14?
Title: Re: super-powered recruits too early
Post by: Robb77 on September 06, 2007, 11:00:42 pm
I think that the overpowered soldiers is good when on Very Easy level and then make them weaker on harder settings.  Otherwise lots of potential players will get put off when they first start