Jump to content

What Xenonauts 2 needs

Recommended Posts

Another approach would be to ignore training mechanics and to just have the starting  stats of the recruit pool increase as the game goes on. Maybe bump recruit stats by 2-3 points per month? Maybe with a cap at 70? That would make sense logically as national armies would have troops gaining experience fighting the invasion and there should be a better pool of recruits to join the ‘nauts. 

Share this post

Link to post
Share on other sites

One thing to consider with training- what does it actually consist of? Are we just giving them a pallet of ammo and telling them to hit the range, or are we bringing in subject matter experts and giving the soldiers classroom time on xenoanatomy and where vital organs are and how their joints can and can't bend?

Things like demolitions training or medical training could make new equipment, actions or skills usable (or effective), focused drills could improve accuracy, reaction time, or other stats. Presumably the recruit pool would include some people who already had some of the more mundane training, but even specforces  typically don't all have all of the assault/sniper/medic/demolitions/lockpicking/foreign language/electronic warfare/hacking training, because by the time any one person had completed developing that many different skills it would be time to retire.

Spending somewhere between a fortnight and a month, at the pace of X1, to become eg ten times better than baseline at field treating injuries seems like a fair balance- nice enough that players want someone with that ability, and expensive enough that they can't give it to everyone.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now