aliens

Author Topic: Armors, PSI-Strength, and SoldierNames  (Read 2505 times)

Mono

  • Guest
Armors, PSI-Strength, and SoldierNames
« on: January 18, 2015, 07:52:58 pm »
Thank you SupSuper, Warboy and all the others for this wonderful remake!

Suggestions? If you like, here are some ideas:

1) Armor damage:
My soldiers can be killed by 1 shoot, or survive unscratched. The armor? Even after various shoots the armor is usually damaged by only a small dent.
I may be masochist but I would love to have my soldier retreat from the front line because his front armor is badly damaged. Maybe even to zero!
So the suggested behavior: make a first roll on hit for soldier damage as usual, and add a second one for armor damage. On the second roll, for armor damage, apply the full damage to the part of armor being hit (front, side, etc.)
This should be applied to alien armors too.
Maybe as an option, to not ruin the original game experience (aggressive armors degrading?).

2) Alternative PSI-Strength Improvement:
I would love to keep my psi-weak veteran and being able to improve they psi-stength, but the provided option is waaaay to powerful. Just keep the soldiers on training for some months and you have a full squad maxed out.
What about an alternative, more painful way to increase PSI-Strength?
Simply use the same mechanics used for other primary stats: for every psi-attack, your soldier gain some chance to improve PSI-Strength.
4 resisted attacks or 11 failed-to-resist attacks grant an improvement.
Less then this and your soldier may or may not get the improvement.

3) Change Soldier Name during BattleScape:
Click on the stats button for the soldier and allow the name to be edited.
This can be useful to keep track of the ones who get mind controlled.
Just add some punctuation to the name.
Actually I keep a text editor open when I play just to record the psi-weak ones.

4) Battle Names:
Everyone love these. But there is no space to add another name to the
soldier name! I need to erase the family name.
What about this: On soldier creation you initialize two strings, SoldierName and RealName (or something similar). The displayed one is the freely editable SoldierName, RealName stay hidden, read-only.
RealName may be displayed when hovering the mouse as tool-tip.

4A) Battle Names, more complex way:
On soldier creation, some more info may be gathered
  • RealName (see above)
  • hiring date
  • hiring base
  • gender (to know if Ku Ling is male of female)
  • nationality (from the SoldierName file used, just use the filename)
Then on the soldiers screen, you can add a small window similar to the "equip armor" one, maybe using the soldier rank icon as a button.
Add Shoe's Commendation mod to these info and you can really gain on the roleplay aspect of the game!

5) SoldierName based on Base's Region:
If you want rookies names reflect base location.
What about adding a ruleset under Regions, something like this:
Code: [Select]
Regions:
  - type: STR_SOUTHERN_AFRICA
    ...
    soldierWeight:
      - Congolese.nam: 20
      - Ethiopian.nam: 20
      - Kenyan.nam: 20
      - Nigerian.nam: 20
      - Random.nam: 20
  - type: STR_ARCTIC
    ...
    soldierWeight:
      - Finnish.nam: 10
      - Norwegian.nam: 10
      - Swedish.nam: 10
      - Russian.nam: 5
      - Random: 65
The default would be Random: 100, so no problem if mods add or remove
regions (and you can install Piratez without deleting the SoldierName folder  :) )

I know you have better things to do (TFTD support  :) ), but maybe, in the future...  ::)
« Last Edit: January 19, 2015, 12:13:52 am by Mono »