Difference between revisions of "Talk:Proposals/Obsolete Proposals/Attribute Increase"
m (moved Talk:Proposals/Attribute Increase to Talk:Proposals/Obsolete Proposals/Attribute Increase: Cleanup. Implemented ages ago.) |
(No difference)
|
Latest revision as of 10:38, 13 August 2013
- One issue with gaining experience on missions is that it can be "milked" if the player knows what to do. The question is whether or not we want to prevent this. If we do, we could consider imposing an experience cap per mission per soldier, or maybe drastically slow down experience gain after a certain amount. --BTAxis 14:56, 11 September 2007 (CEST)
- There is max amount of given attribute/skill, which can be achieved by soldier, which is 100. Just simply do not allow to improve skill/attribute above that limit. In the future versions implants will raise such max amount, and the experience can improve it again to the new max amount limit.--Zenerka 11:15, 12 September 2007 (CEST)
- While that makes sense it is not what I was trying to address. The point is that soldiers can be ramped up a lot in a single mission, for example by walking back and forth a lot or intentionally getting hurt. It is that kind of thing we should consider damming in. --BTAxis 12:19, 12 September 2007 (CEST)
To me any XP reward during a mission seems unnatural. A soldier is not going to suddenly discover how to hit things with a rifle after he kills an alien. So lets give each soldier a steady stream of XP during time at base. But it seems reasonable for the way the soldier spends his XP to change according to what happened on a mission. That is, after missing everything he aimed at with his rifle, he decides to spend more time at the range.
The desire for Strength increases when the soldier is overburdened during combat, or when low strength affects accuracy or TUs.
The desire for Speed increases when the soldier runs out of TUs.
The desire for Mind increases when the soldier panics, when failing at a PSI attack, or when failing to defend against PSI.
For each weapon skill, the desire increases every time a shot using the skill misses, or if the soldier fails with the weapon in some dramatic way (such as damaging friendlies but no hostiles). Note that the soldier never misses with a weapon the soldier doesn't use.
Health increases indirectly through strength, or when at the hospital (during which time normal XP is not available).
So a soldier tries to match skills to what is required in combat, but does not learn them there. Maybe there is a slight XP boost after a good mission or a promotion.
--Droid 04:55, 18 September 2008 (UTC)
Speed increase criticism.
I applaud most of the stuff in this article. Great work, great reasoning. I do have an issue with dramatically increasing the "Speed" number as some sort of experience gain thing. It leads to veteran characters being able to move outrageous distances compared to newer soldiers. As a former infantryman, deepsea diver, security professional I can tell you I get plenty more efficient with training and experience, but my ability to run across a set of terrain really doesn't change.
Problem I suppose is that "speed" works for both manual dexterity actions and movement, but as long as you keep the gain in the overall number very small over the course of a campaign I think it's workable.Parjlarsson 22:31, 1 May 2011 (CEST)