aliens

Author Topic: better experience rules  (Read 1316 times)

Offline TrickyTriscene

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better experience rules
« on: April 18, 2020, 10:25:36 pm »
I'm talking about OXC and I'm playing the 6 april nightly, TFTD.
I thought one of the latest nightlies stopped FA exp from coming out of thrown and melee attacks, but I got it anyway lately.
So here's my ideas. mods can't do this I think.

If you shoot something, its probably dead. So no piling of xp from one alien.  But for MC, you can attack the same alien again and again. On top of that you get 3 xp for succesful MC and 1 for failed MC.
IF you keep one alien enslaved 4 turns, which is pretty normal, you already get the 11+ layer of xp.
So to nerf that as deeply as it needs:
1. failed MC attack, no xp, like missed shot is no xp.
2. all aliens get 2 flags "has been jammed" and "has been controlled".
3. an alien with "jammed" flag gives no more MC related xp to anyone.
4. an alien with "controlled" flag gives no xp of any sort to any one. This will prevent lots of cheap tactics.
5. Whether you get the 3 xp, depends on the difficulty:
if your random roll needs to be 30, you gain 3 xp for the attack.
if it needs be 10, you get 2 xp. From -10 to 10 you get 1 xp and Below that it's trivial and gives no more xp.
You should be able to get from control lobster to jam terrorist to control terrorist just fine. A bit harder than before.
At 100 str/40 skill you shouldnt get from gillman soldiers anymore for example.

Now throwing xp. I don't want txp from "giving" a grenade to a guy next to me, one tile.
my conditions and the rules for getting a double or triple xp:
1. it need be a grenade, or prox grenade.
2. it needs be primed and go off.
3. it need be thrown 10 tiles.
4. the last guy throwing b4 it goes off gets the xp.
5. it neednt hit an alien, but if so, you don't get secondaries (hp str, tu)
6. if you throw a grenade onto the exact tile of a 1x1 tile alien, you get bonus: 2 xp if you are below 70 TA. 3 xp if you are below 60.

Firing accuracy. I don't mind if some guys stay low, don't gain any xp here. I need only a few snipers.
1.  it need be an aimed shot.
2. it need be 10 tiles away x aimed accuracy on weapon, like 7 tiles gauss pistol or 11 tiles sonic cannon.
3. snap and auto shots or short shots do give secondaries.
4. you can get doubles and triples, if you hit a 1x1 alien ground zero, and your final acc was 70 or lower -> double.
if it was 50 or lower -> triple xp.
5. you still get splash xp for HE weapons, just no triples or doubles there.
6. DP launcher never gives FA, but it should give secondaries.

Melee: a bit hard to advance espec with the control flag thing, so I have doubles and triple xp rules here too.
1. If your first hit with the weapon kills the alien, you get +1 xp.
2. If the alien was at full health, and you onehit it to death, you also get +1 xp.
3. 1 and 2 together make a triple. 1 and 2 could both be without the other.
4. a heavy thermic lance should have a multiplier 1.8 or so, it takes more tu to use and it's heavy, it needs this little boost.

Strength gain. A secondary. I want it to be related to weight of weapon used.
1. MC attack: str capped to 0-1
2. pistol: 0-3 cap.
3. rifle or TSL 0-4 cap.
4. grenade 0-5.
5. heavy weapon no cap.
I don't want my casters to gain str so fast.
If multiple kills with same aq, remember the heaviest weapon.

Finally, the xp to skill table could be a little more generous:
at 2 xp, always 1 skillup.
at 6-10, 2-4 instead of 1-4
at 11+, 3-6.
After all, the above things make xp less cheap here and there.
« Last Edit: April 18, 2020, 10:57:02 pm by TrickyTriscene »