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Suggestions / Re: Soldiers to recruit.... elite....
« on: March 07, 2015, 11:22:26 am »
Well that sounds reasonable for me.
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It is not currently possible to have other facilities of the training kind, no. It is possible to invent new facilities (Dioxine has an "outpost" or something, which has both storage and beds, for example).Really? But shouldn't these parameters have the same algorithm as psi ones?
Experience cannot be bought with money. That's even true in real military life. I'm not really into history, but I know a few cases where operations failed or severed a great loss because of an inexperienced commander. This is also true for soldiers. You think it's funny when soldiers panick and go berzerk but actually a lot of soldiers are killed by other inexperienced comrades (literally, or by mistakes of them). Hell, just play close combat series and you'll at least understand what I mean. The fear is the worst enemy, indeed.Well, X-Com is a game first of all - not a simulator of military action. This means that gameplay rules should always be in a priority. As for system of hiring new troops - it should be definitely more clear. Maybe something like Griswold shop in Diablo. You have a list of recruits with shown parameters that (list, not parameters ^_^) change regular. Maybe something like - the oldest offer (if the list is full) leaves the list and the new offer appears in the list every in-game day. As for skill - I don't say that I can't play the game without loadings even on the easy setting. But to my opinion it's not very good when game creates one way game over situation. Anyway - this should be a mod that you can choose if you want, but if you don't want just don't use it.
I find absolutely nothing wrong about losing a veteran soldier causing a serious trouble. Actually, XCOM is not harsh at all: you can easily get several good soldiers with 50ish reaction and 60ish accuracy after some gamblings and usually that's more than enough. That being said, I sort of agree to the point that since gambling is just too tedious, one should just be able to identify the stats beforehand(not totally, though). But if one just advocates this just because he doesn't want one of his soldiers being killed, the only conclusion I can make is that he is just not good at this game. I don't think it is a valid argument that others can agree on.
Nobody likes one of his operatives being killed. But inevitably someone should die. The word 'strategy' it itself implies that the game cannot be played by a single superhuman soldier, since if then nobody needs a strategy. What players can do is to reduce the possibility that the veteran units (if possible, every units) will be killed. The process of thinking itself brings a lot of fun in this type of game, IMHO.I don't say about superhumans. Of course if you made a mistake you should be punished for it. I just say about size of that punishment. As I said the rule that new recruits are weaker than your veterans is absolutely fine. But only at the beginning of the game. The further you play the more problems will bring you deaths of your experienced troops. Until it becomes almost impossible to fight with aliens with your new recruits. Even if you'll say in terms of realism - it's OK for organizations to hire experienced soldiers that were on some war if that organizations have enough money for this. Yes, these soldiers shouldn't be so strong as your elites. But they should be in the same time much tougher than green recruits that you hired at the beginning of the game. Anyway I don't say about rebalance of default rules. But with such mod the game would be much more interesting at least for me, cause I like rogue-like games and don't like to use load function if anything goes wrong.