Back to the actual topic:
I've took a bit of time I didn't have and put down some values and formulas for calculating good soldiers' cost.
It doesn't look good money-wise.
For a soldier with starting stats as follows:
TU | 60 |
STAMINA | 70 |
HEALTH | 35 |
BRAVERY | 60 |
REACTIONS | 60 |
FIRING ACC | 70 |
THROWING ACC | 70 |
STRENGTH | 35 |
PSISTR | 85 |
PSISKILL | 0 |
the player would have to pay around
75945094,51 millions of dollars.
Though for the more reasonable starting stats of:
TU | 50 |
STAMINA | 55 |
HEALTH | 25 |
BRAVERY | 50 |
REACTIONS | 50 |
FIRING ACC | 60 |
THROWING ACC | 50 |
STRENGTH | 30 |
PSISTR | 60 |
PSISKILL | 0 |
the player would have to pay only
18 millions. I could live with that once I started the manufacturing farms running.
The formulas I've devised are a bit hacky (had to do a little trick to avoid dividing by zero), but that's the best I can do without knowing the proper math for random distribution and/or statistics and/or probability.
Attaching the Excel file; no macros included, so if Excel asks about them then the file has been hijacked ;P.
So... how do I go about making a different class of
purchasable soldiers with the pre-screening process having to be researched first (and a reasearch and an Ufopaedia entry)?
Once you've seen a muton's head burst into a bloody mist with plasma fire, you don't feel their such a threat anymore.