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Found 4 results

  1. Any chance that we could get included a little +1, +2, etc for when skills go up at the end of a mission? Just as an indicator of how much a particular skill has improved. Perhaps even some kind of indicator when looking over troopers at base to see how improved overall each trooper has become since they're been defending the earth.
  2. Okay, bear with me. This is long but I have been thinking about this for a long time and it really came to a head playing Enemy Unknown. Goldhawk is making a game that although is fantastic in its scenario but also realistic in so many ways. In the interest of realism I would love for a game with a military element to have some sense of military rank structure and responsibilities. The idea of every rifleman/soldier entering into the officer ranks and having a small-team assault led by a colonel and manned with nothing but captains should scare the hell out of everyone involved. Here is what I am suggesting. I think the easiest way to implement would be to have an OIC (officer in charge) and an AOIC (assistant officer in charge) role just like assault or sniper. Unlike other roles, for each mission there is one OIC and one (maybe two depending on how large your squad becomes) AOICs and whatever soldiers you give these roles to enter into the officer ranks. You are limited in the number of officers you send out. Soldiers who do not take the OIC and AOIC roles promote through the enlisted ranks, so instead of a chopper filled with lieutenants you will have two officers and six sergeant first classes, master sergeants (eventually). Even saying that makes me fell better. I think this can be implemented simply enough that would in some way mimic the responsibilities of officers and NCOs. For instance you could have each officer provide a small bonus to everyone in the squad. This stat increase would be in whatever is their strongest attribute. For instance you have a Lieutenant whose bravery is their highest stat and they are sent out on a mission as an OIC so now every soldier in that squad gets a +1 bonus to their bravery. If that officer dies on the mission the bonus goes away the minute he dies. The size of the bonus scales to the rank of the officer. This adds a level of complexity to your mission management. What officers do you send out? What attributes do you want to raise? Does the type of mission change what attributes you want to boost? How will the officers complement one another and what areas are your soldiers deficient in that putting them in charge will help? But wait there's more in my master design, so NCOs (non-commissioned officers) are incredibly important in the modern military. So as your enlisted men advance in rank they provide a different type of bonus. This bonus, like the officers, scales in rank so a sergeant major will provide a higher bonus than a sergeant first class. Unlike the officers, the NCO bonus is both greater as there is a larger stat boost than the officer's but limited in that it only affects those soldiers in proximity to the NCO. The proximity specifics is up for debate but my thought is that the distance be close enough to mimic the idea that the NCO can see what the soldier is doing and can provide spoken "advice". Once this proximity is broken or if the NCO dies the bonus goes away. If correctly implemented, I envision the potential for missions to go pear-shaped very realistically. As it stands now if you have a tough mission and you lose two soldiers it is tough. But with the above changes if you lose your OIC and a senior NCO, now you not only have lost two shooters, but you start seeing the stats of your remaining soldiers drop. If you are smart you will have more than two officers at your base in case you lose one in the field. Those officers don't have to be doing nothing. What if you could take an unused officer and put them in charge of your research or manufacturing division? These divisions could operate just fine without an officer, but having an officer increases their effectiveness and again this effectiveness scales with the rank. To prevent people from just moving a single high-level officer to different posts to get the research bonus and then putting them on an assault mission when it comes up I would have the effectiveness bonus only payoff at the end. For instance if you are researching something that would normally take five days given the number of scientists you put to the problem. Now lets say that having a colonel in charge of a division confers a 60% bonus so that what would take five days now takes three. If you take the colonel out of the division to go on a mission the effectiveness bonus goes away and no credit is given for time on the project(s). So if the research would have completed at three days and on day two, hour 23 you pull him for a mission, the research task goes back to five days. If you replace the colonel with a lieutenant for head of your research division the lieutenant's (substantially smaller) bonus would not apply to any ongoing projects. So removing your division heads can suck which again makes losing an officer in the field problematic. Anyway, this is my idea in broad picture. I don't think it would unduely unbalance gameplay if a soldier's personal stat advancement is adjusted. The substantial bonuses I am talking about would come from senior officers and NCOs and they should only come later in the game. I think it adds a layer of complexity and realism that is lacking in many games. It also finally gets some love for the NCO ranks. Not every soldier dreams of one day putting on the silver crow. Note: Throughout this post I use Army ranks but I only did this for simplicity sake. I love my master guns and master chiefs out there.
  3. almost every mission the soldiers earn rank, it is right that earn stats, but earn high (as captain) rank too quickly, is possible to change this parameter?
  4. Since version 18.5 I can finally play some missions although I still have frequent crashes to desktop at end of missions or when I try to save the game. The game looks pretty good but what I don’t like at all is the fact that all soldiers are very easily and fast promoted to commanders within a couple of missions. I don’t want to fight with a crew of commanders which is completely unrealistic and would spoil a lot of the fun for me. Is it not possible to restrict promotion based on the number of soldiers like in x-com apocalypse, e;g 1 cpl for 4 soldiers; 1 sgt for 4 cpl…. Also Charlie crew should be raised to 12 again because with terror missions 6+tank is much too low. I still hope that there will be a history list on my soldiers, also the KIA ones.
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