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Grim future but in honour


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I  like current game heading and speed of development. However, I see a systemic  gap in the setting.

Issue

Combat is set the way, soldiers die a lot >> good think. Game should highlight the desperate situation of human race, so soldiers give their lives for future generations of humans. It means, a soldier would last about 5 missions, as average number of dead soldiers is about 20% per mission.

Mathematics of this setting  means, that improving player combat power is mostly done by reserach&production.  It is proper style, but it also means:

1. RPG factor of better base stats of the soldiers is somewhat weak

2. it might bring feeling that soldiers are just human resource - expendable  ( life is cheap  feeling  )

Solution

Honour is a moral value we give to fallen soldiers. We treat them with respect and care about their bodies. As result, when Xenonaut organization has higher Honour stats, then volunteers  with military experience ask for a membership.

Ruleset of Honour

- Xenonaut organzation has Honour equal 100 points at beginning of  the game

- higher Honour means better soldier at recruit screen. Lower Honour means worst soldiers at recruit screen

- Honour is lost by failed mission, dead soldier, dead civilian, some  controversial research, ....

- Honour is gained by completed mission, bring dead soldier body back, saved civilian, major  research breakthrough, ...

Basically, Honour is a stat evaluating player gameplay by moral standards and give reward in form of better recruits.

Examples of values:

Dead soldier : minus 3 Honour

Bring Dead soldier body back: plus 1 Honour

Completed mission: plus 10 Honour

Failed  mission : minus 5 honour

Honour value 105 means, that some soldiers on recruit screen has 105% base stat,

 

Edited by gG-Unknown
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On 10/29/2023 at 10:32 AM, gG-Unknown said:

Issue

Combat is set the way, soldiers die a lot >> good think. Game should highlight the desperate situation of human race, so soldiers give their lives for future generations of humans. It means, a soldier would last about 5 missions, as average number of dead soldiers is about 20% per mission.

There is a simpler solution to this problem. Take more soldiers on a combat mission than is minimally necessary. For example: Currently, the player takes 10 soldiers with him on a mission, two of whom die (20%), and indeed: - then one soldier is enough on average for 5 combat missions.

Solution

The player takes two tactical groups of 10 soldiers on a combat mission. (20 soldiers together). The first tactical group (10 soldiers) participates in the assault (20% die). The second tactical group (10 soldiers) follows behind: heals the wounded, collects trophies, transports an additional supply of ammunition (losses 0%). The soldiers of this (second) group accumulate experience for the final battle or for battles of very high complexity).

 

P.S.

The Roman legions consisted of three types of troops: 1. Novices (Hastati), 2. Experienced (Principles) 3. Veterans (Triaries). If the opponent was weak, then only beginners (group 1) entered the battle. If the opponent turned out to be strong (the beginners themselves could not cope), then experienced (group 2) joined the battle. A total of 1 + 2 groups fought against the enemy. If groups 1 and 2 could not cope with the enemy, then veterans (group 3) joined the battle. (1+2+3 groups fought together). Total: veterans participated only in the most difficult (final, general) battles.

 

 

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