Jemar Posted June 26, 2013 Share Posted June 26, 2013 Hello, may be my question is strange, but what the difference between Soldier specialization except arms they carry? And how (if possible) I can make arms set within laser, plasma or mag technology? Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 26, 2013 Share Posted June 26, 2013 There is no soldier specialisation. Unless you mean the 'roles', which just let you set templates to quickly equip troops. Quote Link to comment Share on other sites More sharing options...
Jemar Posted June 26, 2013 Author Share Posted June 26, 2013 Hmmm are these templates can be made in different weapon systems? I mean Las-Plas-Mag? And what about...? One of my soldiers, originally Heavy, from the first base, seems to be able to heal (one may be twice) 15 HP with med kit, rather than 5 as usual. may be that was not him, may be that was assault guy, do not remember exactly. But it happened. How can I repeat this? What makes the ability of healing more points in one action? It is critical in some hard missions. Quote Link to comment Share on other sites More sharing options...
Xenomorph Posted June 26, 2013 Share Posted June 26, 2013 Same thing as in when you aim a gun, right click to heal more Quote Link to comment Share on other sites More sharing options...
Jemar Posted June 26, 2013 Author Share Posted June 26, 2013 that was a real discovery for me thank you very much! Quote Link to comment Share on other sites More sharing options...
thothkins Posted June 26, 2013 Share Posted June 26, 2013 I think Medkits is going to have appear in a manual or Faq or tutorial when the game comes out. Particularly for levels of healing. Quote Link to comment Share on other sites More sharing options...
Sathra Posted June 27, 2013 Share Posted June 27, 2013 You can set the templates to any loadout you want. So all grenades, 3 different kinds of guns, whatever. Quote Link to comment Share on other sites More sharing options...
Jemar Posted June 27, 2013 Author Share Posted June 27, 2013 At this moment setting templates with laser and other weapons seems to be tricky a bit. A will solve it finally. By the way having loadout template is very good idea. That I liked very much in UFO: Afterlight. Here, in Xenonauts, it looks more reasonable and serious. Quote Link to comment Share on other sites More sharing options...
TrashMan Posted June 27, 2013 Share Posted June 27, 2013 I kinda wish there was a bit mroe to he soldiers than there is. XCOM went WAAAY to overboard, by goign the cripling overspecialization route. I'm thinkign something more JA2-like. 1-2 traits that give a slight bonus to something. Like Night Ops (longer night vision) Camouflage (harder to detect, basicly must get 1-2 tiles closer to the eenmy than usual to be detected) Hand-to-Hand (bonus in melee) Strong hand (extra throwing range) Medic (bonus on medikits) and Close Combat specialist (bonus to pistols and shotguns) or more specific for each type of weapon (Machinegunner, SMG, pistol) Quote Link to comment Share on other sites More sharing options...
raven Posted June 27, 2013 Share Posted June 27, 2013 The soldiers feel a bit generic and that's not really helped by the experience system. I agree that it would be nice to have a bit of specialization, but not so much that all soldiers are single role. One possibility would be to split accuracy into multiple attributes so you have a base accuracy and several modifiers. So if you had accuracy 50, rifles +10, machine guns +0, you would have accuracy 60 with the assault rifle, and 50 with the machine gun. I could see this working with the categories of grenade, pistol, shotgun, rifle, machine gun, precision rifle, rocket launcher. All the weapons from other tiers are equivalent to one of these. This would tie into the existing experience system. If you make several successful hits with a shotgun, instead of gaining accuracy +2, you might gain accuracy +1, shotgun +1. Quote Link to comment Share on other sites More sharing options...
thothkins Posted June 27, 2013 Share Posted June 27, 2013 Another example of skills and training in Xenonauts Quote Link to comment Share on other sites More sharing options...
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