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Pilot's skill


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Pilot's skill. The skill of the pilot of the transport for soldiers - can be realized with the help of the function: "the player can independently choose the landing place on the tactical map."

(For example.

Landing: closer to the UFO or further away from it. Landing in an open area or landing in the midst of various objects. Landing from the rear of a UFO or landing from the flanks of a UFO).

To do this, when creating a map, you must specify (at least) two possible landing places on the map. A pilot with a skill of 80% - with a probability of 80% will land the transport as required by the player. And with a probability of 20% - randomly. It is good if the tactical map consists of two blocks. The central block (square) with the UFO location. And a side block of the map (with a landing place for transport for soldiers). The block with the selected landing place is attached to the main map (square) from the side necessary for the player. This will avoid situations where the entrance to the UFO is closely adjacent to the edges of the map (if desired by the player).

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  • 3 weeks later...

Aliens also have plasma weapons, the option to complete a fly over to reveal some detail of the map. a skilled pilot taking no damage, a fresh pilot could be downed and a rescue mission comes up. it could also lower detection chance when moving around the world map. higher skill pilots flying lower.

Should Pilots fall under staff too, like the Scientists, soldiers and Engineers is the Question, with hiring options.

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