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Discussion / Re: New soldier stat increase system
« on: February 15, 2008, 07:16:19 pm »
I like the new proposed system. If anything, I'd add a slight accuracy/weapons boost for misses, as has already been stated. Unfortunately, how would the game differentiate between a miss on a targeted alien, and just random firing on walls? (Or even a hit on an alien that is not targeted?)
Perhaps an alternative proposal for the mind stat could be that it is increased slightly for almost any action, not just kills. This rewards supporting roles such as stunning an alien, using flashbombs or smoke grenades, being a medic - in general, teamwork skills. Perhaps this could even be extended to simple things like sighting an alien or civilian, rewarding scouting.
Unfortunately, some of these are in the list of usable statistics, which makes them unworkable for now.
Edit: Another thought: It could be that the underlying rules themselves can be complicated, as long as they're described simply. For example, saying "Firing at aliens will increase accuracy and proficiency with that weapon class," even though the actual increase is determined by some formula using the soldier's hits, misses, and existing mind, accuracy, and weapons skill. Anyone interested enough to know the exact formula will be able to understand and take advantage of the system quantitatively. Anyone who is only interested in the simple formula sees the direct results of his actions anyway qualitatively. (ie: That person sees that soldiers who take more shots at aliens tend to get better stat increases)
Perhaps an alternative proposal for the mind stat could be that it is increased slightly for almost any action, not just kills. This rewards supporting roles such as stunning an alien, using flashbombs or smoke grenades, being a medic - in general, teamwork skills. Perhaps this could even be extended to simple things like sighting an alien or civilian, rewarding scouting.
Unfortunately, some of these are in the list of usable statistics, which makes them unworkable for now.
Edit: Another thought: It could be that the underlying rules themselves can be complicated, as long as they're described simply. For example, saying "Firing at aliens will increase accuracy and proficiency with that weapon class," even though the actual increase is determined by some formula using the soldier's hits, misses, and existing mind, accuracy, and weapons skill. Anyone interested enough to know the exact formula will be able to understand and take advantage of the system quantitatively. Anyone who is only interested in the simple formula sees the direct results of his actions anyway qualitatively. (ie: That person sees that soldiers who take more shots at aliens tend to get better stat increases)