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Found 7 results

  1. Over the years, various games have featured quite diverse recruitment mechanisms and I have no problem with coming up with more of my own as well. =) I'm mostly talking about soldiers here but the same applies to scientists and engineers, assuming they have an individual skill level at all. 1. Soldiers as wares This is the bare-bones minimalistic approach that was used in X-Com 1+2 and the Xenonauts alpha builds. You buy nondescript "Soldier, 7 pieces" for a constant price. The obvious advantage: it's easy to code and there is no real point in imposing a limit. It's not very exciting, though, and leads to the annoying "hire & fire" routine from X-Com where you would hire 20 soldiers and only keep the 2 whose stats didn't suck completely. So while basically the easiest system to operate for the player, it leads to a boring chore of weeding out the most useless candidates. No fun. 2. The recruitment pool That is how X-Com Apocalypse, Jagged Alliance, UFO-ET, and many other games handled it. The player is offered a selection of personnel and can see their stats before hiring them. 2a. The infinite pool The visible size of the pool is limited to maybe 10 soldiers. Whenever you recruit one, another soldier with random stats is added instantly. There is no advantage over 1. . The player would just hire / fire until he gets all "good" soldiers, making all the effort spent in creating a more advanced recruiting system pointless . 2b. The limited pool If the pool is only refilled / added to every day. (or whatever time frame) The player has to manage these limited (manpower) resources. Instead of buidling a small team with only the most excellent recruits, he might opt to use the training system and hire some of the clumsy recruits, too. That makes the game's training system more valuable and allows the player some leeway in his team-building strategy. Beats the drudgery of hire / fire any day.
  2. i think, and this is only my opinion, that when on missions like terror missions, you should be able to command them, then woud have lower morale and armor, but they just count as a extra support unit Also, on a 20 % chance, you may or may not get the chance to recruit some local forces, just for free soldiers, but they would have lower stats then all starter Xenonauts. Just throwing some ideas out there
  3. So in my current game I ordered a new batch of recruits. When they arrived I was surprised to see that they weren't privates, as I expected, but corporals. All of them. I annoys the hell out of me, and I desperatly want this to be changed. (Not saying you HAVE to, just saying it would make me a happy camper)
  4. Okay: believe it or not I am playing UFOET, UFO AfterMath(very underrated IMHO) and The latest and trendy XCOM (which I feel that other than graphics and tactical gameplay is far inferior to the other two) all at the same time for comparison purposes and yes, I still have the originals (even Interceptor and that horrible First person shooter) and am trying to get the first and original one running on Win 7. In UFOET you can select recruits from about 300 possibles each month and I place my criteria so high that I am lucky to get between 3 and 5/month and sometimes even none. This is done simply by that game and I was wondering if Xenonauts (at which I am still trying to look, so as to have some idea before playing) has any similar setup? Rookies who cannot shoot are a liability in infantry and hardly deserve a place in an elite unit.
  5. So... the chances of me finding myself in game seem like they could be rather slim w/o abusing the hire/fire system. Would it be possible to have options screen textfield where us lucky narcissists can paste in an alphanumeric string and have that soldier hired or show up in the pool?
  6. would all recruits start as rookies, or could you hire (for more cost) more expeienced personel, maybe for example if you have high favour/funding with some of the bigger countries they could allow you to recruit some of their expeienced troops (maybe as a event or diplomance function?) also i was thinking about ground combat during terror missions, about the presence of freindly troops (local police/military trying to save the situation), at the start they would be a asset, but once the region takes hits (from ufo action) they wouldn't be present anymore due to disorginization and damage to the countries military, and of course as the game progresses the standard weaponry would become inadiquit and thed turn the defence entirely over to the player. On a totally unrelated point: alien bases would they become operational imediatly, or could you catch them during construction to try and prevent them becoming operational? and any options later with research to *soften* up a alien base with missiles? maybe making the base damaged before the troops arive... (maybe researchable/buildable icbm missile silos?) would base missions be just the troops entering the base or multi part battles where they have to gain acess to the way in by killing the defenders (and maybe base defences) on the surface?
  7. Hi I am a 3D animator, but currently i am employed as a software tester, I would like to keep my 3d skills active. So i just wanted to know would it be possible for me to help out with this game in my spare time. I can assist with graphics, testing and ideas. I am one of the biggest fans of this series. I would do this for free it will be a hobby for me. Please let me know. Regards
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