OpenXcom Forum

OpenXcom => Suggestions => Topic started by: Francois424 on October 19, 2012, 03:50:33 am

Title: Balancing Psionics ?
Post by: Francois424 on October 19, 2012, 03:50:33 am
Hello,

I've always found the the Psi-stuff was the only part of X-Com which was unbalanced...
Aliens mess with you and cripple your ability to do anything
Then when X-COM gets that, it's the other way around (I've heard that ppl where able to control 3 aliens per marine, which is insane)

So how do we balance that ?   Couple of Suggestions

#1- Simply make it harder to land a Psyonic attack.  Not impossible, but halving the chance for aliens would seem about right.
#2- Add ammo to the Psy-Amps; I'd say 3 shots and that's it.  Oh and the reload clip should be 3-by-2 (3 rows, 2 colums)  ;)
#3- Reduce the amount of PPL / Aliens that can do psy-attacks
#4- Each time you ask something/someone to do something against usual (ie: shooting allies), give a chance to break to mind-control.

Just a few toughs
 -- Francois424

Title: Re: Balancing Psionics ?
Post by: Kyzrati on October 19, 2012, 05:32:51 am
I agree it's unbalanced--always one of the things I like to remove from the original completely using xcomutil.

It does still have its fun points and uses, so inclusion with proper limitations/tweaks make sense.

I really like your suggestion #4.

Reducing the chance of success (#1) by too much would make psionic attacks a lot less viable, though, so no one would even bother to use them.
Title: Re: Balancing Psionics ?
Post by: moriarty on October 19, 2012, 07:21:25 am
also, range-based difficulty for psionics was suggested and sounds logical :)

as for #2 : the "ammo" would be bigger than the Psi-Amp, then :D maybe we could re-design the Psi-Amp to be 2x3 and the ammo to be 2x2... but I guess that would only mean that the Psi-Soldier would simply stay in the transport craft, sitting on top of the ammo-pile :)

I like #4. maybe this "breaking the connection" would also damage the "psi-attacker"? like a mental backlash?
Title: Re: Balancing Psionics ?
Post by: Kyzrati on October 19, 2012, 07:33:57 am
also, range-based difficulty for psionics was suggested and sounds logical :)
Actually, the original success rate is already range-based. See psionic formulas here (https://www.ufopaedia.org/index.php?title=Psionics).
Title: Re: Balancing Psionics ?
Post by: Daiky on October 19, 2012, 10:00:54 am
openxcom uses the exact same formula's as the original, so also range based.

I once made the suggestion that using a psionic power uses 100% energy. This means you have to wait several turns while energy is replenishing, to use a psionic power again. If you start moving around it takes even longer to get back "in focus" for the next psionic attack.
The idea behind is 1) keep the battle fysical, but with a few tactically placed psionic attacks. 2) it's SUPER easy to implement (1 little line of code) :p

Especially that last one is important to me :p

it was mentioned in this thread: https://openxcom.org/forum/index.php/topic,225.0.html
Title: Re: Balancing Psionics ?
Post by: Kyzrati on October 19, 2012, 11:48:38 am
Yeah, stamina cost is how I'd do it, though 100% may be a bit harsh.
Title: Re: Balancing Psionics ?
Post by: Daiky on October 19, 2012, 01:34:56 pm
I'm probably nitpicking here, but to avoid confusion:
Stamina is a "fixed" soldier stat seen only in the geoscape, that defines the maximum energy a soldier has during battle.
Title: Re: Balancing Psionics ?
Post by: Kyzrati on October 19, 2012, 02:19:06 pm
Ah, true. I just refer to it as stamina in general, after the stat which defines it, but use the abbreviation "EN" in game to represent it since it is variable. Bad habit on my part, perhaps.
Title: Re: Balancing Psionics ?
Post by: Francois424 on October 19, 2012, 09:06:05 pm
That's a nice Idea.

I'll go with that  ;)