I have noticed a prevailing trend in my tactics, and part of my brain likes it and another part doesn't. The part that doesn't is writing this. If I have a soldier, whom I would like to be more accurate, I equip them with a shotgun. This is because I can sneak up behind a sectoid or muton or snakeman and, BLAM BLAM, max out my firing XP. I used to do something similar with grenades, throwing them at reapers, sectopods, and cyberdiscs for 4 XP per grenade, per target. Of course you need a terrorist mission, but either way, neither of these tactics makes any damn sense if looked at.
What I am proposing is an overhaul of the firing experience system, to account for new weapon types, and to balance soldier improvement across the board. I don't have a set idea what it should look like, but here are a few ideas, some food for thought:
- Aimed fire could give extra experience, say 2 or 3 XP per hit, instead of just 1. That would increase the tactical value of this firing mode (probably my favorite).
- Aimed and snap firing in general could be given 1 extra XP per 10 tile distance the projectile travels before hitting the intended target, making long shots more worth attempting (second favorite, not sure how hard coding that would be).
- Shotguns could be nerfed, such that if someone fires once and hits what they are shooting at, they get 1 XP regardless of number of hits. Autofire would still be counted as firing 3 times. (I'm not entirely fond of this idea, says the part of my brain that likes the grossly exaggerated XP from shotguns.)
- Make each weapon have specific XP per firing mode hit (probably the most difficult example to implement).
Just throwing stuff out there. Any thoughts? Ideas? Perspectives?