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Training is about to be/has been removed from the game. Having outlined some possible squad roles, I was thinking about the training that could be put into place to support them.

Training seems to have come up a lot a while ago, particularly here and on the old forums, but there have been issues.

From the forums, the following points seem to have a consensus:-

- Skills should be advanced in the Battlescape as much as possible.

As many skills listed below are gained incrementally directly from battlescape encounters.

- Micromanagement of training should be minimised.

There are no training tiers. Soldiers either gain directly from combat or are deselected during training. So, either automatic or one nand done.

- Skills are not perks. There should be no unrealistic special powers given to soldiers.

No unrealistic superpower type abilities in the list.

- Skills should be available to all soldiers.

The use of roles below is purely suggestive and would not limit any soldier gaining any skill.

- Soldiers should not be locked into a single, specific role.

As no skills are locked in, it increases the scope to have a unique squad with every game.

- Skills should reflect actual conditions/ functions within the game, to keep some realism.

There is an emphasis on combat oriented skills, to keep things as close to the battlescape as possible

The mount of adding content to the game to add new training regimes would be too much.

training courses below are kept to the same approach as Basic training where possible.

- Soldiers approaching the final mission should not be cookie cutter troops with similar stats/skills/equipment.

With any number of skill combinations, there is little danger of generic final mission soldiers.

- Skill bonuses should be increased gradually and are not the result of a single action.

Each skill gained on the battlescape should be gained in a series of smaller steps, until the full bonus is received.

- Skill increases are more difficult, the higher the skill level they are at.

A step further would be to increase the length of time it takes to received a full bonus, with each progressive step further away form the last.

- Soldiers may only train in a set number of skills at a time, when not in combat.

Considering the training allocation, it is likely that a soldier will have to train in one skill at a time. A cap on the total number of non-battlescape skills is open for discussion.

So bearing these points in mind, and with the allowance of having a bit of freedom since this isn’t likely to be seen in game, here are some suggestions.

From the previous Roles thread, I’ve listed primary and secondary roles suggested within the game, with associated skills. This is followed by generic skills.

After this, there is more freedom with ideas that are very unlikely to ever be seen in the vanilla game, but that are either interesting to consider or have been useful in previous X-Com games. This post started off form ideas around avoiding cookie cutter soldiers, after all.

The final post, is a breakdown of the skills with brief introductions of the game play mechanisms.

Edited by thothkins
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Firstly, there’s another look at the single training course to remain in the game as of v17; Basic Training.

[TABLE=class: grid, width: 640, align: left]

[TR]

[td] Basic Training[/td]

[td]Basic Training will familiarise new recruits with Xenonaut Equipment and battlefield doctrine in a safe environment. On completion of this course, a recruit will be promoted to Corporal and will receive the same small skill boost as if he had earned promotion on the battlefield. This course will last 10 days and the soldier will be unavailable for deployment during this period. [/td]

[/tr]

[/table]

There have been discussions regarding non-battlefield promotions and stat boosts as a result of the above.

I see this initial training as an induction into the secret Xenonaut organisation, with text more along the lines of:-

[TABLE=class: grid, width: 640, align: left]

[TR]

[td] Xenonaut Basic Training (Xenonaut Tactics)[/td]

[td] On completion of Basic Training, a recruit will be familiar with the results of twenty two years of intelligence and research programmes, derived from the 1957 Iceland Incident. The tactical knowledge gained will result in a small increase in skill levels. Basic Training will also familiarise new recruits with Xenonaut Equipment and battlefield doctrine. This course will last 10 days and the soldier will be unavailable for deployment during this period. [/td]

[/tr]

[/table]

So, it’s less about rank (no rank increase for completion) and more about training programmes set up by the Xenonaut organisation over decades. These soldiers are already practically the best available, so further increases are shown against a threat no one has faced previously (with one exception).

The Player has the option to indoctrinate the soldier into the secrets of the organisation, or throw them in at the deep end with the penalties that this will bring. Sometimes circumstances allow for no other alternative.

As for stats, it’s suggested that Bravery (knowing your enemy) then Reflexes (not being shocked by facing a very new enemy) and Accuracy (training against specific target types), would be increased.

Edited by thothkins
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Roles with suggested training courses

Primary Roles

[TABLE=class: grid, width: 730, align: left]

[tr]

[td] Icon[/td]

[td] Role [/td]

[td] Description [/td]

[td] Training [/td]

[/TR]

[TR]

[td]ih8ifr.png[/td]

[TD]Assault/ Rifleman[/TD]

[TD]All purpose role, providing mission flexibility. Interchanging between assault rifles and shotguns as required.[/TD]

[td] Weapon: Assault Rifle

Weapon: Shotgun [/td]

[/TR]

[TR]

[td]t86kip.png[/td]

[TD]Breach Specialist/ Shock Troop[/TD]

[TD]Penetrating UFOs/buildings to establish bridgeheads. Breach shield and pistol standard.[/TD]

[td] Weapon: Pistol

Weapon: Shotgun

Weapon: SMG [/td]

[/TR]

[TR]

[td]fyhes3.png [/td]

[TD]LMG Support Gunner /Pigman[/TD]

[TD]Increased, portable, firepower over short to medium range providing suppression/ cover fire.[/TD]

[td] Weapon: LMG

Gunnery: Vehicle

Gunnery: Craft [/td]

[/TR]

[TR]

[td]14aedz5.png [/td]

[TD]Heavy Weapons/ Rocketeer/ Anti-Tank[/TD]

[TD]Long range destructive/ anti armour capability.[/TD]

[td] Weapon: Rocket Launcher

Gunnery: Vehicle

Gunnery: Craft [/td]

[/TR]

[TR]

[td]rbhzdy.png [/td]

[TD]Incendiary/ Flame Unit[/TD]

[TD]Close to medium range controlled burning and incendiary penetration.[/TD]

[td] Weapon: Flamethrower [/td]

[/TR]

[TR]

[td]35k8kt2.png [/td]

[TD]Recon/ Scout[/TD]

[TD]Exploring ahead of main force, providing intel & targeting. Use of maximum APs through lighter equipment preferred.[/TD]

[td] Tracking/ Detection

Stealth

Detect Mines/ Booby Traps/Ambushes [/td]

[/TR]

[TR]

[td]29ly1ps.png [/td]

[TD]Sniper/ Marksman[/TD]

[TD]Long range precision shooting.[/TD]

[td] Weapon: Sniper Rifle/ Sniping [/td]

[/TR]

[/TABLE]

Secondary Roles

[TABLE=class: grid, width: 730, align: left]

[tr]

[td] Icon[/td]

[td] Role [/td]

[td] Description [/td]

[td] Training [/td]

[/TR]

[TR]

[td] 10fv0h5.png[/td]

[TD]Aircav[/TD]

[TD]Flying Suit (or equivalent) equipped soldiers used for a variety of roles across any terrain. Also operate as additional scouts/ breach specialists.[/TD]

[td] Device: Jetpack [/td]

[/TR]

[TR]

[td]2jfne43.png [/td]

[TD]Demolitions/ Sapper[/TD]

[TD]Equipped with High Explosives, used to create breaches in buildings/ obstacles. Formerly, this would also have applied to UFO hulls. Often carries proximity devices, although these are not currently in Xenonauts.[/TD]

[td] Weapon: High Explosive/ Demolitions

Disposal/ Disarm [/td]

[/TR]

[TR]

[td]2qtg4n6.png [/td]

[TD]Grenadier[/TD]

[TD]With no grenade launcher in XCom/Xenonauts, this soldier would carry the full compliment of grenades for various combat situations. Formerly a primary role, until elimination of Throwing stat/ absence of similar skill.[/TD]

[td] Weapon: Grenade Launcher

Throwing [/td]

[/TR]

[TR]

[td] ayltux.png[/td]

[TD]Loader/ Ammo Mule/ Supply[/TD]

[TD]Support for heavy weapons troops, carrying additional rockets or variety of ammo. Particularly useful in early game, where weight is an issue.[/TD]

[td] n/a [/td]

[/TR]

[TR]

[td]2ih1q2x.png [/td]

[TD]Medic (Field)[/TD]

[TD]With the Medpack being able to be used by all soldiers equally, and with infinite kits available, this function is mainly useful in early game where weight v APs is more relevant.[/TD]

[td] Medic

Medic: Field Surgery [/td]

[/TR]

[TR]

[td]2m50w7c.png [/td]

[TD]Psink[/TD]

[TD]Soldier susceptible to Psionic effects. Used to attract enemy psionic attacks. This minimises attacks on other soldiers who are used to locate the source. Non lethal weapons are ideal for this soldier.[/TD]

[td] anything non-lethal [/td]

[/TR]

[/TABLE]

Generic Skills

[TABLE=class: grid, width: 730, align: left]

[tr]

[td] Icon[/td]

[td] Role [/td]

[td] Description[/td]

[td] Training [/td]

[/TR]

[tr]

[td] N/A[/td]

[td] All [/td]

[td] This training would be applicable to all soldiers, and is not built towards any specific function within the squad.

[/td]

[td] Athletics

Concealment

Climbing

Device: Power Armour

Evasion: Ranged Combat

Gymnastics

Local Knowledge

Night Missions/ Night Fighting

Parachute/ Airborne

Survival: By Climate

Training/ Education

Weapons: Ballistic

Weapons: Laser

Weapons: Plasma

Weapons: XXXX

Xenobiology: By Race

Basic Training: Xenonaut Tactics

NCO

Rappelling [/td]

[/TR]

[/table]

Other Roles

[TABLE=class: grid, width: 730, align: left]

[tr]

[td] Icon[/td]

[td] Role [/td]

[td] Description[/td]

[td] Training[/td]

[/TR]

[TR]

[td]vp7wn8.png [/td]

[TD]Chemical Weapons[/TD]

[TD]Similar in nature to Incendiary, this role will rely on the Chemical Grenade being adapted for use with the Flamethrower. This was an option in UFO ET[/TD]

[td] Weapon: Chemthrower

Throwing [/td]

[/TR]

[TR]

[td]2w6h0fn.png [/td]

[TD]Close Quarters Specialist/ Melee / Unarmed Combat[/TD]

[TD]Formerly a primary role in TFTD. Use of rifle butts and stun rods may be in game.[/TD]

[td] Unarmed Combat

Weapon: Baton

Combat: Melee Knife

Evasion: Melee [/td]

[/TR]

[TR]

[td]23u90z9.png [/td]

[TD]Intelligence[/TD]

[TD]In EU1994, this soldier would operate the Motion Scanner in a secondary capacity. There is no similar device in Xenonauts. MIB hinted at in EU1994, but not part of tactical game or in Xenonauts. No intelligence skills or missions in game.[/TD]

[td] Device: Motion Scanner

Computing

Device: Mind Probe

SitRep

Propaganda

Bugging

Interrogation [/td]

[/TR]

[TR]

[td]md2j2u.png [/td]

[TD]Pistolier[/TD]

[TD]Formerly a primary role in Apocalypse, where the most useful weapon in the game was the Toxigun. There is no similar technology within Xenonauts. Pistols are used in conjunction with Breaching Shields.[/TD]

[td] Weapon: Pistol [/td]

[/TR]

[TR]

[td]250tug3.png [/td]

[TD]Psi[/TD]

[TD]Trained to utilise psionic latency in humanity for a number of effects. No human psionics in Xenonauts. A further option would be to designate this role to the soldier utilising mind probes or equivalent, should they appear in the game.[/TD]

[td] Device: Psychotronics (Psiamp)

Mind Probe

Mind Shield [/td]

[/TR]

[TR]

[td] np2j5y.png[/td]

[TD]Xenospecialist [/TD]

[TD]Capture of live aliens for study, with stun rods/ stun launchers/ bombs at their disposal. Increased quantities of such equipment single this role out, in order to face tougher opponents.[/TD]

[td] Melee: Baton

Throwing

Cryptography

Linguistics [/td]

[/TR]

[/TABLE]

Other thoughts

[TABLE=class: grid, width: 730, align: left]

[tr]

[td] Icon[/td]

[td] Role [/td]

[td] Description [/td]

[td] Training [/td]

[/TR]

[TR]

[td]9lhp2x.png[/td]

[TD]Drone Operator[/TD]

[TD]Controlling reverse engineered robotic drones, this soldier uses them as scouts, from a position of relative safety. As his APs would be spent controlling the drones, this would be a primary role.[/TD]

[td] Control Remote Drone [/td]

[/TR]

[TR]

[td] 35kn2bm.jpg[/td]

[TD]Engineer[/TD]

[TD]Able to repair vehicles, weapons, equipment and/or facilities. This would have been a secondary role.[/TD]

[td] Repair: By Vehicle

Repair: Weapons

Repair: Equipment [/td]

[/TR]

[TR]

[td] w15tky.png[/td]

[TD]Hazmat [/TD]

[TD]The combat equivalent of the retrieval soldiers on the Mission End screen. These troops face the radiation form the alien power sources and any other possible contaminants from the alien craft.[/TD]

[td] HARD

Containment [/td]

[/TR]

[TR]

[td]25flkyg.png [/td]

[TD]Dog Handler [/TD]

[TD]A forum suggestion, this role would be to handle dogs who would be able to scout for aliens. This would have been a primary role as APs would be spent controlling the animals.[/TD]

[td] Animal Handling [/td]

[/TR]

[TR]

[td] FDC [/td]

[TD]FDC (Fire Direction Center) [/TD]

[TD]Responsible for any indirect support weaponry, such as Mortars[/TD]

[td] Weapon: Indirect Fire/Artillery [/td]

[/TR]

[TR]

[td] 2r22c6h.png[/td]

[TD]Pilot[/TD]

[TD]This controversial, secondary role enables the squad to reach the battlescape without additional personnel. The pilot assumes combat load out position before turn one of the tactical mission.[/TD]

[td] Pilot: By Vehicle

Gunnery: Craft [/td]

[/TR]

[TR]

[td] k01uf9.png[/td]

[TD]Radio Telephone Operator/ Comms [/TD]

[TD]Forward observation for artillery/ tactical strikes onto tiles or onto map references in the event of an abort. Although secondary, the weight of a comms pack would have limited other roles.[/TD]

[td] Forward Observation/Air Control [/td]

[/TR]

[TR]

[td] MIB [/td]

[TD]Special Operations/ Men In Black [/TD]

[TD]In parallel with Intelligence these agents operate anti invader missions beyond the Battlescape[/TD]

[td] Bugging

Infiltration

Propaganda

Surveillance [/td]

[/TR]

[TR]

[td] 2hrdg2c.png[/td]

[TD]Spotter[/TD]

[TD]Using visual enhancement devices to increase the effectiveness of snipers. This soldier would have to be in the vicinity of the sniper to be effective. Battlescape size limits the need for this secondary role.[/TD]

[td] Awareness/ Perception [/td]

[/TR]

[TR]

[td]33wmg5v.png [/td]

[TD]Technician[/TD]

[TD]Used to access terminals, open locked doors, access electronic devices. As all doors open and there is no issue in accessing alien technology, this secondary role is rather redundant at present.[/TD]

[td] Computing/ Electronics

Lockpicking/Bypass [/td]

[/TR]

[TR]

[td]25ryvjs.png [/td]

[TD]Driver- Vehicle[/TD]

[TD]This primary role would have seen a soldier being allocated a vehicle to drive before launching the mission[/TD]

[td] Drive: By Vehicle

Gunnery: Vehicle [/td]

[/TR]

[/TABLE]

Edited by thothkins
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Alphabetical List of Possible Training Courses

[TABLE=class: grid, width: 730, align: left]

[tr] [td] Course [/td] [td] Role [/td] [TD]Learning Location [/td] [TD]Description/ Mechanism [/td] [TD]Duration [/td] [/tr]

[tr] [td] Animal Handler [/td] [td] Dog Handler [/td] [TD]Training Course/ Research prerequisite[/td] [TD]From a forum suggestion. Unlocks K9s into the game. Role not in the game.[/td]

[TD]8[/td] [/tr]

[tr] [td] Athletics [/td] [td] All [/td] [TD]Training[/td] [TD]Increases Action Points by X points OR Y% of stat.[/td] [TD]12[/td] [/tr]

[tr] [td] Awareness/ Perception [/td] [td] Spotter [/td] [TD]Training Course[/td] [TD]Increases Accuracy of Sniper shots by X%, when within Y distance of soldier with sniper rifle. Gained through training course OR a gradual increase from teaming up with sniper.[/td] [TD]8[/td] [/tr]

[tr] [td] Basic Training (Xenonaut Tactics)[/td] [td] All [/td] [TD]Training Course[/td] [TD]On completion of Basic Training, a recruit will be familiar with the results of twenty two years of intelligence and research programmes, derived from the 1957 Iceland Incident. The tactical knowledge gained will result in a small increase in skill levels. Basic Training will also familiarise new recruits with Xenonaut Equipment and battlefield doctrine. This course will last 10 days and the soldier will be unavailable for deployment during this period. [/td] [TD]10[/td] [/tr]

[tr] [td] Bugging [/td] [td] SO/ Int [/td] [TD]Training Course/ Research Topic [/td] [TD]Increases the chance to discover an alien base by X% for every skill held in base to a maximum of Y[/td] [TD]4[/td] [/tr]

[tr] [td] Climbing [/td] [td] All [/td] [TD]Battlescape/ Training Course[/td] [TD]Decrease AP cost of climbing, an action that isn’t in the game. Gained through climbing actions in missions OR by Training Course[/td] [TD]10[/td] [/tr]

[tr] [td] Combat: Melee Baton [/td] [td] CQS/ Xenospecialist [/td] [TD]Battlescape[/td] [TD]Increases accuracy by X% when using batons. Achieved through successful hits using baton.[/td] [TD]2[/td] [/tr]

[tr] [td] Combat: Melee Knife [/td] [td] Close Quarters Specialist [/td] [TD]Battlescape[/td] [TD]Increases accuracy by X% when using knives. (Not in game)[/td] [TD]8[/td] [/tr]

[tr] [td] Combat: Unarmed [/td] [td] Close Quarters Specialist [/td] [TD]Battlescape[/td] [TD]Increases accuracy by X% when using unarmed combat. (not in game)[/td] [TD]8[/td] [/tr]

[tr] [td] Computing/ electronics [/td] [td] Tek/ Int [/td] [TD]Training Course[/td] [TD]Access local terminals, or other prop, for data/ intel (not in game). Should there be an overall alien strategy, X number of accesses should reduce the amount of research hours by Y into related topics.[/td] [TD]10[/td] [/tr]

[tr] [td] Concealment [/td] [td] All [/td] [TD]Battlescape[/td] [TD]decrease chance of detection by X% if APs used in movement, without firing,. Uses Y% of available AP total to represent slower movement. Gained through movement in missions.[/td] [TD]12[/td] [/tr]

[tr] [td] Containment [/td] [td] Hazmat [/td] [TD]Training Course[/td] [TD]Allows safe removal of alien artefacts if retrieval team will not access the site. Example, the retrieval of an artefact from an infested location. - not in game[/td] [TD]2[/td] [/tr]

[tr] [td] Control Remote Drone [/td] [td] Drone Operator [/td] [TD]Training Course/ Research prerequisite[/td] [TD]Unlocks use of Drones for use in missions (not in game)[/td] [TD]8[/td] [/tr]

[tr] [td] Cryptography [/td] [td] Xenospecialist [/td] [TD]Training Course/ Research prerequisite[/td] [TD]x% chance of revealing alien intentions from battlescape interception. Reflects interpretation of alien linguistics.Not in game.[/td] [TD]8[/td] [/tr]

[tr] [td] Detect Mines/ Booby Traps/Ambushes[/td] [td] Recon [/td] [TD]Training Course[/td] [TD]x% chance of detecting enemy mines/traps (cursor highlights them on Battlescape) - not in game[/td] [TD]6[/td] [/tr]

[tr] [td] Device: Jetpack [/td] [td] AirCav [/td] [TD]Training Course/ Research prerequisite[/td] [TD]Use of Jetpack/ Flying Suit in game without penalties AND/OR Reduction in AP to use JetPack/Flying suit in game[/td] [TD]8[/td] [/tr]

[tr] [td] Device: Mind Probe [/td] [td] Psionic/Intelligence [/td] [TD]Training Course/ Research prerequisite[/td] [TD]x% chance to locate enemy brain patterns on Battlescape. - not in game[/td] [TD]10[/td] [/tr]

[tr] [td] Device: Mind Shield [/td] [td] Psionic [/td] [TD]Training Course/ Research prerequisite[/td] [TD]Decreases chance of successful alien psionic attack by x% - not in game[/td]

[TD]12[/td] [/tr]

[tr] [td] Device: Motion Scanner [/td] [td] Intelligence [/td] [TD]Training Course/ Research prerequisite[/td] [TD]Increases chance of accurate motion scanner reading by X % - not in game[/td] [TD]2[/td] [/tr]

[tr] [td] Device: Power Armour [/td] [td] All [/td] [TD]Battlescape/ Training Course[/td] [TD]Use of Power suit in game without penalties AND/OR Reduction in AP to use.

Gained through X number of missions with Power suit equivalent or by Training Course[/td] [TD]2[/td] [/tr]

[tr] [td] Device: Psychotronics (Psiamp) [/td] [td] Psionic [/td] [TD]Training Course/ Research prerequisite[/td] [TD]Training in rudimentary human psionics. - not in game[/td] [TD]30[/td] [/tr]

[tr] [td] Disposal/ Disarm [/td] [td] Demolitions [/td] [TD]Training Course/ Battlescape[/td] [TD]Ability to remove mines/traps from game safely. Not in game.[/td] [TD]8[/td] [/tr]

[tr] [td] Drive: By Vehicle/ vehicle gunnery [/td] [td] Driver [/td] [TD]Training Course[/td] [TD]Allocates Xenonauts to vehicles. They can disembark on Battlescape if required - not in game[/td] [TD]2[/td] [/tr]

[tr] [td] Evasion: Melee/ Unarmed [/td] [td] Close Combat Specialist [/td] [TD]Training Course/ Battlescape[/td] [TD]Decrease chance to be hit by X% in melee or unarmed combat. Can be gained through Y melee or unarmed combats OR through training course.[/td] [TD]6[/td] [/tr]

[tr] [td] Evasion: Ranged Combat [/td] [td] All [/td] [TD]Battlescape/ Training Course[/td] [TD]When selecting a destination behind cover, the chance of being hit by reaction fire is reduced by x%, to simulate running into cover. Gained through movement in missions or by training course.[/td] [TD]2[/td] [/tr]

[tr] [td] Forward Observation/Air Control [/td] [td] RTO [/td] [TD]Training Course[/td] [TD]Allows for a strategic bombing to be made, with a reduced number of points lost at the end of an aborted mission. Alternative abort option enabled, allowing targeted air strike by retreating Xenonauts. Reduces Funding nation penalty by X% - not in game[/td] [TD]8[/td] [/tr]

[tr] [td] Gunnery: Craft [/td] [td] Pilot/ Heavy/ Gunner [/td] [TD]Battlescape[/td] [TD]X accuracy point(s) for every Y shots fired at an alien with this weapon . A maximum of Z points can be attained each mission, and these are cumulative across missions. AND reduced AP use with A number of missions with this weapon. - not in game[/td] [TD]6[/td] [/tr]

[tr] [td] Gunnery: Vehicle [/td] [td] Driver/ Heavy/ Gunner [/td] [TD]Battlescape[/td] [TD]X accuracy point(s) for every Y shots fired at an alien with this weapon . A maximum of Z points can be attained each mission, and these are cumulative across missions. AND reduced AP use with A number of missions with this weapon. - not in game[/td] [TD]6[/td] [/tr]

[tr] [td] Gymnastics [/td] [td] All [/td] [TD]Training[/td] [TD]Reduces Reflex requirement to 3 instead of 4 reaction shots.

OR increases Reflexes stat by X% of starting value, or by Y points.[/td] [TD]12[/td] [/tr]

[tr] [td] HARD [/td] [td] Hazmat [/td] [TD]Training Course[/td] [TD]Eliminates damage emitted from hazardous alien artefacts/ power cores (would require damage from such things to be in game). -not in game[/td] [TD]8[/td] [/tr]

[tr] [td] Infiltration [/td] [td] Special Operations [/td] [TD]Training Course[/td] [TD]Intelligence agents can be deployed to funding nations to decrease levels of alien infiltration by X%. The duration shown is for initial training with Y no of days required for each infiltration mission. The soldier will be unavailable for combat missions during this time.[/td] [TD]8[/td] [/tr]

[tr] [td] Interrogation [/td] [td] Intelligence [/td] [TD]Training Course[/td] [TD]decreases time to interrogate captured aliens by X% for every skill held in mission team.[/td] [TD]8[/td] [/tr]

[tr] [td] Linguistics [/td] [td] Xenospecialist [/td] [TD]Training Course[/td] [TD]Decreases time to interrogate captured aliens by X%/ hours for every skill held in mission team. [/td] [TD]8[/td] [/tr]

[tr] [td] Local Knowledge [/td] [td] All [/td] [TD]Starting[/td] [TD]Improves local force accuracy by X% when 1 or Y number of soldiers share nation with mission location.[/td] [TD]0[/td] [/tr]

[tr] [td] Lockpicking/ Bypass [/td] [td] Tek [/td] [TD]Training Course[/td] [TD]bypass electronically locked doors, without resorting to detonation. Not in game.[/td] [TD]4[/td] [/tr]

[tr] [td] Medic [/td] [td] Medic [/td] [TD]Training Course[/td] [TD]First Aid known by all troops will stabilise wounds. Medic training will allow X AP return and Y minor health increases.[/td] [TD]12[/td] [/tr]

[tr] [td] Medic: Field Surgery [/td] [td] Medic [/td] [TD]Training Course[/td] [TD]Enables medic to treat even more severe wounds, restoring X APS and Y Health, if an advanced Medpack is in the game.[/td] [TD]10[/td] [/tr]

[tr] [td] NCO [/td] [td] Officers [/td] [TD]Training Course[/td] [TD]An additional morale boost of X Bravery to soldiers within Y spaces from the Drop Ship. Enables falling back to regroup and rally. Only available to ranks Z and above.[/td] [TD]12[/td] [/tr]

[tr] [td] Night Missions/ Night Fighting [/td] [td] All [/td] [TD]Battlescape[/td] [TD]reduce FOW by X for units who have completed Y night missions.[/td] [TD]10[/td] [/tr]

[tr] [td] Parachute/ Airborne [/td] [td] All [/td] [TD]Training Course[/td] [TD]Increase Dropship survival rate by X %[/td] [TD]4[/td] [/tr]

[tr] [td] Pilot: By Vehicle/ Vehicle Gunnery [/td] [td] Pilot [/td] [TD]Training Course[/td] [TD]Seems a little awkward to have lost all Xenonauts with this skill on the Battlescape, effectively stranding your squad. But that is one option. Another is that the chances of avoiding being shot down on the Geoscape are increased by X% for every Pilot skill onboard (up to a maximum of 2). A further option is that onboard pilots increase speed/range/ fuel economy by a small, but significant amount of Y%.Not in game.[/td] [TD]6[/td] [/tr]

[tr] [td] Propaganda [/td] [td] Intelligence/Special Operations [/td] [TD]Training Course[/td] [TD]Intelligence agents can be deployed to funding nations to increase levels of support by X%. The duration shown is for initial training with Y no of days required for each propaganda mission. The soldier will be unavailable for combat missions during this time. OR can be used to provide an end of mission bonus of Z as soldiers interact with locals.[/td] [TD]8[/td] [/tr]

[tr] [td] Repair: By Vehicle/ Craft [/td] [td] Engineer [/td] [TD]Training Course[/td] [TD]Restores X Health to damaged vehicles for an AP cost of Y of mechanic. Operates as per Medpack.[/td] [TD]6[/td] [/tr]

[tr] [td] Repair: Equipment [/td] [td] Engineer [/td] [TD]Training Course[/td] [TD]Restores X Health to damaged equipment for an AP cost of Y of mechanic. Operates as per Medpack. [/td] [TD]4[/td] [/tr]

[tr] [td] Repair: Weapons [/td] [td] Engineer [/td] [TD]Training Course[/td] [TD]Restores X Health to damaged weapons for an AP cost of Y of mechanic. Operates as per Medpack. [/td] [TD]4[/td] [/tr]

[tr] [td] Security System Operation [/td] [td] Tek [/td] [TD]Training Course[/td] [TD]Terminal (or other prop) accessed by soldier to determine number of aliens and race within building (would generally be buildings expected to have such technology in 1979 (if any). Not in game.[/td] [TD]4[/td] [/tr]

[tr] [td] SitRep [/td] [td] Intelligence [/td] [TD]Training Course[/td] [TD]By taking XAPS (possibly over a number of turns) at the very start of a mission, a soldier is able to determine the alien race and/or the number of units (to varying degrees of accuracy)[/td] [TD]12[/td] [/tr]

[tr] [td] Stealth [/td] [td] Recon [/td] [TD]Training/ Battlescape[/td] [TD]Use of natural environment to decrease chance of detection by X% if APs used in movement, without firing,. Uses Y% of available AP total to represent slower movement. Gains smaller than Concealment to represent additional Recon training.[/td] [TD]6[/td] [/tr]

[tr] [td] Survival: By Climate [/td] [td] All [/td] [TD]Battlescape/ Training Course[/td] [TD]Reduces Movement costs by x% in various tile sets - desert/ cold/ jungle/ urban/ rural/ alien/underwater/space/mountains[/td] [TD]10[/td] [/tr]

[tr] [td] Throwing [/td] [td] Grenadier/ Xenospecialist [/td] [TD]Battlescape[/td] [TD]Training in the use of various sizes/ shapes of grenades and their effects/ tactical advantages accuracy point(s) for every Y grenade thrown at an alien. A maximum of Z points can be attained each mission, and these are cumulative across missions. - not in game as grenades seem to have 100% accuracy[/td] [TD]2[/td] [/tr]

[tr] [td] Tracking/ Detection [/td] [td] Recon [/td] [TD]Training Course[/td] [TD]Enables aliens spotted by soldier with this skill to be followed during their next turn. They are highlighted on the battlescape in the next turn.[/td] [TD]8[/td] [/tr]

[tr] [td] Training/ Education [/td] [td] All [/td] [TD]Training Course[/td] [TD]EITHER only soldiers who have achieved battlefield skills can train in them. These soldiers are also removed from active duty while others are trained. OR learning techniques to enable faster absorption of other training courses.[/td] [TD]0/30[/td] [/tr]

[tr] [td] Weapon: Assault Rifle [/td] [td] Assault [/td] [TD]Battlescape[/td] [TD]X accuracy point(s) for every Y shots fired at an alien with this weapon . A maximum of Z points can be attained each mission, and these are cumlative across missions. AND reduced AP use with A number of missions with this weapon.[/td] [TD]2[/td] [/tr]

[tr] [td] Weapon: Chemthrower [/td] [td] Chemical Weapons [/td] [TD]Battlescape[/td] [TD]X accuracy point(s) for every Y shots fired at an alien with this weapon . A maximum of Z points can be attained each mission, and these are cumulative across missions. AND reduced AP use with A number of missions with this weapon. - not in game[/td] [TD]2[/td] [/tr]

[tr] [td] Weapon: Flamethrower [/td] [td] Incendiary [/td] [TD]Battlescape[/td] [TD]X accuracy point(s) for every Y shots fired at an alien with this weapon . A maximum of Z points can be attained each mission, and these are cumulative across missions. AND reduced AP use with A number of missions with this weapon. - not in game[/td] [TD]2[/td] [/tr]

[tr] [td] Weapon: Grenade Launcher [/td] [td] Grenadier [/td] [TD]Battlescape[/td] [TD]X accuracy point(s) for every Y shots fired at an alien with this weapon . A maximum of Z points can be attained each mission, and these are cumulative across missions. AND reduced AP use with A number of missions with this weapon. - not in game[/td] [TD]2[/td] [/tr]

[tr] [td] Weapon: High Explosive/ Demolition[/td] [td] Demolitions [/td] [TD]Battlescape[/td] [TD]X% increase in Explosive damage after Y uses on missions. AND reduced AP cost to use after Z missions.[/td] [TD]2[/td] [/tr]

[tr] [td] Weapon: LMG [/td] [td] Gunner [/td] [TD]Battlescape[/td] [TD]X accuracy point(s) for every Y shots fired at an alien with this weapon . A maximum of Z points can be attained each mission, and these are cumulative across missions. AND reduced AP use with A number of missions with this weapon.[/td] [TD]2[/td] [/tr]

[tr] [td] Weapon: Pistol [/td] [td] Breach Specialist/ Pistolier [/td] [TD]Battlescape[/td] [TD]X accuracy point(s) for every Y shots fired at an alien with this weapon . A maximum of Z points can be attained each mission, and these are cumulative across missions. AND reduced AP use with A number of missions with this weapon.[/td] [TD]2[/td] [/tr]

[tr] [td] Weapon: Rocket Launcher [/td] [td] Heavy Weapons [/td] [TD]Battlescape[/td] [TD]X accuracy point(s) for every Y shots fired at an alien with this weapon . A maximum of Z points can be attained each mission, and these are cumulative across missions. AND reduced AP use with A number of missions with this weapon.[/td] [TD]2[/td] [/tr]

[tr] [td] Weapon: Shotgun [/td] [td] Assault/ Breach [/td] [TD]Battlescape[/td] [TD]X accuracy point(s) for every Y shots fired at an alien with this weapon . A maximum of Z points can be attained each mission, and these are cumulative across missions. AND reduced AP use with A number of missions with this weapon.[/td] [TD]2[/td] [/tr]

[tr] [td] Weapon: SMG [/td] [td] Breach Specialist [/td] [TD]Battlescape[/td] [TD]X accuracy point(s) for every Y shots fired at an alien with this weapon . A maximum of Z points can be attained each mission, and these are cumulative across missions. AND reduced AP use with A number of missions with this weapon. - not in game[/td] [TD]2[/td] [/tr]

[tr] [td] Weapon: Sniper Rifle/ Sniping [/td] [td] Sniper [/td] [TD]Battlescape[/td] [TD]X accuracy point(s) for every Y shots fired at an alien with this weapon . A maximum of Z points can be attained each mission, and these are cumulative across missions. AND reduced AP use with A number of missions with this weapon.[/td] [TD]2[/td] [/tr]

[tr] [td] Weapons: Ballistic [/td] [td] All [/td] [TD]N/A[/td] [TD]Starting Skill - All Xenonaut soldiers have already had broad training in a variety of weapon types.[/td] [TD]0[/td] [/tr]

[tr] [td] Weapons: Indirect Fire/ Artillery [/td] [td] FDC [/td] [TD]Battlescape[/td] [TD]X accuracy point(s) for every Y shots fired at an alien with this weapon . A maximum of Z points can be attained each mission, and these are cumulative across missions. AND reduced AP use with A number of missions with this weapon. - not in game[/td] [TD]6[/td] [/tr]

[tr] [td] Weapons: Laser [/td] [td] All [/td] [TD]Battlescape/ Training Course[/td] [TD]Removes penalty of X% for use of this unfamiliar weapon tier, after Y number of shots with this weapon. Can also be reduced by time spent in training.[/td] [TD]10[/td] [/tr]

[tr] [td] Weapons: Plasma [/td] [td] All [/td] [TD]Battlescape/ Training Course[/td] [TD]Removes penalty of X% for use of this unfamiliar weapon tier, after Y number of shots with this weapon. Can also be reduced by time spent in training.[/td] [TD]10[/td] [/tr]

[tr] [td] Weapons: XXXX [/td] [td] All [/td] [TD]Battlescape/ Training Course[/td] [TD]Removes penalty of X% for use of this unfamiliar weapon tier, after Y number of shots with this weapon. Can also be reduced by time spent in training.[/td] [TD]10[/td] [/tr]

[tr] [td] Xeno Biology: By Race [/td] [td] All [/td] [TD]Battlescape/ Training Course[/td] [TD]Removes penalty of X% for combat against this type of alien. X reduced after Y number of shots fired at alien type. Can also be reduced by time spent in training. OR is used in place of the +5% bonus currently granted in game.[/td] [TD]2[/td] [/tr]

[/Table]

Edited by thothkins
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Some other considerations

- Current stat increases, and stat caps if in place, may need to be adjusted (which would happen in Beta anyway) to account for the increase through training. This is particularly the case for accuracy, where the soldier would be receiving bonuses for continual use of their weapon of choice.

- Many of the skills will appear, much like the medals on the personnel screen when complete. Many are attained automatically and can be awarded on the mission debriefing screen along with medals. Those attained form the training school will be awarded upon completion.

- The accuracy stat essentially becomes the base accuracy for the soldier. If they have skills with particular weapons, their accuracy for those will be slightly higher than the stat shown.

- To keep things simple, once in training the soldier can not be returned to base. Although there may be something for base defence, it could be argued that a lot of the training may be conducted offsite. It removes another piece of game management.

- A consideration for training would be to add a cost to each course, if it was felt that the number of course taken should be reduced.

- You can see from the number of “Not in Game” annotations that the roles in Xenonauts, it could be argued that there simply isn’t enough left to justify a return to including the training or to add beyond the basic training. Hopefully, that isn't the case as it's one of the features that made Xenonauts stand out form it's predecessors.

Edited by thothkins
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Just a quick question about your offsite training.

How would that work if your base was taken out?

It would seem unfair if you lost 100 troops because they were off training and their spare clothes got damaged by the aliens back at home.

On the other hand where would they go and what happens if you do no have available barracks space in any other base?

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Well in the army you go to a training base, so these soldiers would be taken out of your roster for the set time they are off training, cant use em on mission or anything, they are gone with the SAS or SF or whatever high speed army is offering the training you want

and if your not on good terms with em, you cant sent troops off to train with em

like dog handling, Russians would be the best on that : )

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Just a quick question about your offsite training.

How would that work if your base was taken out?

It would seem unfair if you lost 100 troops because they were off training and their spare clothes got damaged by the aliens back at home.

On the other hand where would they go and what happens if you do no have available barracks space in any other base?

"Offsite" was a throw away to explain why they wouldn't all appear for a base defence while in training if that system wasn't in place. It would have been as HWP suggests.

If the current system using Basic Training has them available for Base Defence missions, then go with that.

If the current system can even remember that they have completed X amount of the course and lets them finish the remainder without restarting it, even better.

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  • 5 months later...

Isn't thisa bit...too complicated?

Frankly I'd go for something like JA2. Anyone can do pretty much anything given proper equipment, with 1-3 perks per soldiers that give a bonus.

for example:

Shadow has Night Ops (increased night vision) and Camouflage (harder to spot by enemies)

Grizzly had Hand to Hand (increased melee damage) and Heavy Weapons (bonus to mortars, rocket and grenade lanuchers)

http://jaggedalliance.wikia.com/wiki/Skills_%28stats%29

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One of the discussion outcomes before the original posts was that the idea of perks or special abilities would not be welcomed.

It is quite large, if not complex, as it's really a starter post to try and get additional ideas that would have been refined as things went on. Alas, training still looks to be going so..

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