project-navigation
Personal tools

Author Topic: super-powered recruits too early  (Read 6165 times)

Offline kuertee

  • Cannon Fodder
  • **
  • Posts: 8
    • View Profile
super-powered recruits too early
« 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.

Woreczko

  • Guest
super-powered recruits too early
« Reply #1 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?

Offline Zenerka

  • Sergeant
  • *****
  • Posts: 301
    • View Profile
super-powered recruits too early
« Reply #2 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.

Offline breversa

  • Rookie
  • ***
  • Posts: 47
    • View Profile
super-powered recruits too early
« Reply #3 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)...

Offline Zenerka

  • Sergeant
  • *****
  • Posts: 301
    • View Profile
super-powered recruits too early
« Reply #4 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.

Grotus

  • Guest
super-powered recruits too early
« Reply #5 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.

Offline Zenerka

  • Sergeant
  • *****
  • Posts: 301
    • View Profile
super-powered recruits too early
« Reply #6 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?

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
super-powered recruits too early
« Reply #7 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

Offline Voller

  • Squad Leader
  • ****
  • Posts: 104
    • View Profile
super-powered recruits too early
« Reply #8 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?

Offline Robb77

  • Cannon Fodder
  • **
  • Posts: 6
    • View Profile
Re: super-powered recruits too early
« Reply #9 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