Another topic I am invested in at the moment. Page 1, part 1:
Originally Posted by anotherdevil
Hello all,
I was just thinking about EXP. and how it gets allocated in X-Com, and I thought of how it will be implemented in Xenonauts. I realise that this may have come up before, though I can't for the life of me remember that, so I thought I'd make a new topic.
1. Basically X-Com gave your soldiers exp. and they ranked up, and at the same time their stats increased. Simple, it just happens, so requires no real input from the player. But I also found that I rarely tracked the stats of my soldiers, I rarely knew how much better they were etc. I just knew they were getting better, but for all I knew they may not have been...
2. On the other hand you have RPGs where when you 'level' up you get to distribute ALL of the stat points yourself, into whatever category you like. This is a bit extreme for me, requires too much micromanagement, and why would your soldier get better at throwing when all they did was shoot a gun (or vice versa).
Plus remember in X-Com your troops get a psi stat ONLY AFTER you've researched it, so your troops would be really weak in this regard late game!
3. So there is the third option. As your soldiers perform tasks they get better in them (or in a general, across the board sort of way), BUT you also get to distribute a few select stat points to further refine that soldiers 'role' on the battlefield. Want them to be a sniper, boost that accuracy etc.
Now there are a number of other things to consider:
- You could always have option 3, but also have a box which allows the game to automatically distribute the exp. if you can't be bothered doing it yourself (so option 1).
-* How often would your soldiers get these exp. boosts? Everytime they ranked up? That might get a bit annoying if your squad begins to fill up the higher ranks, eliminating the chance of others ranking up unless you want to hire a lot more cannon fodder to sit around in base... So should they also get them at other milestones (100 kills etc.). But they can't be too powerful...
So let me know if you think option 3 sounds good or not, and what you might suggest to tackle any problems, and sorry if this has already been covered (I did look for it...)
Happy posting!Originally Posted by Sathra
Rank wasn't actually connected to experience.
How X-com worked was you got stat xp during a mission (its wiped at the end of a mission). So hurt something, get firing xp. Use psi attacks, get psi skill xp. Strength, HP, energy and TU's didn't have any xp associated with them, since they were 'secondary stats'.
At the end of a mission, you rolled a dice to increase a primary stat (accuracy, bravery, psi skill, throwing) with the dice 'size' based on how many XP you'd gained.
Secondary stats got a single roll for each (at it was always the same sized dice, except near the caps), as long as you gained at least 1 primary stat xp.
Some of the stats are wierd, like throwing not being connected to anything, and bravery only going up in multiples of 10.
Rank was, I think, based on how many stat increases a trooper had gained. Or something, its strange. You need to have gained at least some kind of stat increase to be eligible, and priority seems to be based on who had collected the most stat gains or stat xp last mission (basically, who gets the sergeant promotion). Then everyone else gets bumped up. Can't skip any rank besides squaddie. But sometimes it just doesn't make sense.
I'm pretty sure this came up before, namely incorporating ET's RPG-style stat increases.
http://www.xenonauts.com/forum/topic?id … ;p=1#p1709 (about promotions)
And that utterly enormous thread about in-base training. Mostly due to Gazz's wall-o-text-ness. http://www.xenonauts.com/forum/topic?id=637#p8676
http://www.xenonauts.com/forum/topic?id … ;p=2#p1817 Stat-increase system.
Aha! Found the one with UFO:ET style stat increases mentioned: http://www.xenonauts.com/forum/topic?id … ;p=1#p3000
Summing them up (ignoring the training thread, cause I'm not going to read that thing again):
Manual increases are unrealistic. Its also exploitable. (ET had this, and it was, you could have master snipers after 3 missions. It had ranks-as-levels for gaining stat points)
Manual increases are tedious. You've got alot of soldiers (anywhere between 8 and 16 in most missions) and add in the waves...that's alot of clicking.Originally Posted by Sathra
And...now I realise I forgot to answer the question.
Option 3 doesn't sound too bad, I just don't like particularly like it. Having to allocate stuff is boring, and it lets you avoid taking challenges (depending on how the stats are gained. If AP increases are based on movement, running around everywhere lets you increase accuracy without risking death).
There's no psi stat either (I assume you mean psi-skill, not psi-strength), and its doubtful there'll be something like that in Xenonauts. It only took 3-6 missions to get to a useable level anyways, because of its spammability.
Could always have option 3 involved with training in some way. Ugh, that thread...mentioned something about this. Somewhere. Probably in 3 different ways. You'd need some kind of limitation (time or stat growth or mission counter) to stop you base-grinding stats for rookies.Originally Posted by Jean-Luc
Technically this manual player input for raising skill levels should be covered by training courses but we still don't know if this feature will make it or not (not as far as I know at least).Originally Posted by Gauddlike
I think there were a few suggestions for training course that replace the automatic levelling.
For example using the exp gained from ground missions to unlock training courses.
After a mission or three you would be able to train, the type of course would focus the stat gains where you wanted them.
For example marksman training may give a couple of points to accuracy and a few more AP.
A breaching course might give bonus reactions and strength.
Think of it as proving yourself in the field to be given access to better training.
To take the edge of the micromanagement (for Gazz) you would choose the type of training and the trooper would jump onto the course whenever he had enough exp.Originally Posted by anotherdevil
Hmm interesting guys. Yeah I didn't read any of the training topics as I didn't think it would be relevant, but who knows with the way these things develop.
If we can keep off training, that'd be good, I think that's been covered already to death.
How about an option 4. It's like option 3, except you tell the game 1 primary and 3 secondary stats (or whatever) that you would like that soldier to allocate his extra exp into. This only has to be done once, and the game will keep doing it for you, and if you want to change it once you think they are good enough at something you can (so as much micromanagement as you like). AND you still have the option of the 'computer you decide for me, I can't be bothered' button (as little micromanagement as you want).
Thoughts?


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