Author Topic: Advanced unit stats  (Read 4169 times)

Offline TopCat

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Advanced unit stats
« on: March 13, 2013, 01:22:59 am »
Splinting Fire Accuracy on 3 stats:

1) Light Arms Fire Accuracy (for Pistol class)
2) Med Arms Fire Accuracy (for Rifle class)
3) Heavy Arms Fire Accuracy (for Heavy class)

This allow player better unit specializations and will have influence on game difficulty

Offline SHADO

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Re: Advanced unit stats
« Reply #1 on: March 13, 2013, 05:44:11 pm »
UFO: Alien Invasion does this.  I like the idea but think it would be difficult to implement in OXC.

Offline xracer

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Re: Advanced unit stats
« Reply #2 on: March 16, 2013, 12:07:00 am »
I have always like this option, since shooting different weapons vary drastically. but i also agree with Shado, the implementation might be a little difficult.

But adding anew attribute to the player should not be that difficult, and it will also required the weapons to be classified differently
For the units:
AccPistol
AccRifle
AccHeavy

for weapons:
WeaponClass: Pistol
WeaponClass: Rifle
WeaponClass: Heavy

ad then simply linking the parameters, now with this of course people will say what about grenades!!! so if we do this, might as well go all the way :) and add a grenade (thrown) class also.

 

Offline moriarty

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Re: Advanced unit stats
« Reply #3 on: March 16, 2013, 01:13:08 pm »
hmmm... I like the idea, because it might add more depth to the game... plus I'm an old RPG fan, so this naturally appeals to me. (it might be too much depth, though... we'll have to see :) )

I think actually splitting up the accuracy into different accuracies for different weapon types might be a bit difficult, though. It changes the game fundamentally, without a way to "go back" if you don't like it.

maybe it would be easier to add "weapon skills" that act as an accuracy modifier? this would be quite easy to turn on and off - the base "accuracy" mechanism stays the same, and if the modifier is 0 (and not even displayed), everything is as it used to be.

so a sniper might have a base accuracy of 50, but a "precision weapon skill" of 35, for a total of 85...

Offline 54x

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Re: Advanced unit stats
« Reply #4 on: March 23, 2013, 02:34:34 am »
Presumably you could split aiming into reaction, dexterity, and precision. (You'd probably want ranged based accuracy built into this mod)

Reaction would still govern your ability to perform a reaction shot, but now also governs shot accuracy at very close range and with pistols when using snap or auto shots at medium or long range.
Dexterity would govern your ability with rifles and heavy weapons using snap and auto shots at medium or long range, similar to firing accuracy.
Precision would govern your accuracy with aimed shots.
Both dexterity and precision could impact your throwing accuracy.

The idea being rather simple: Until you start getting to the distance where aimed shots are necessary to have a reasonable amount of accuracy, it's not about making precision aiming adjustments, but about dexterity and grace at medium range, or about reaction time at short range. You could mod in some range penalties to pistol and bump down their TU times a bit further and make them very attractive short-medium range weapons for clearing crafts or fighting in buildings.

Likewise you could play with accuracy to make rifles excellent aiming weapons, and heavy weapons more medium-range autoshot kind of pieces, enforcing some specialisation.