I've probably explained this before, but I love doing so, so I'll do it again! I write a class code after each agent's name. It helps me know what each agent is carrying, and what each agent can do. It also helps me balance out fire teams. Codes can change with loadout, as possible, but agents can be "promoted" to higher agent classes when their abilities reach a suitable level. It lets me know who my toughest agents are when the chips are down. It also helps me organize bases and the entire organization just by names.
Here are my basic agent classes: (edited for changes June 29th /07)
Rifleman (RF): must have acceptable bravery and strength. This is even more important in X1. This is the basic class of agent.
Recon (RC): More lightly armed than a rifleman, carrying a motion sensor. The RC's job is to take a forward position, or close to the UFO, and use a motion scanner to spot for the unit. Light equipment allows the RC to run faster to and from spotting positions. Must have above-average stamina and strength (for speed in battle).
Heavy Weapons (HW): must have high strength to carry autocannon or rocket launcher (RT). Also for X1
Sniper (SN): must have high firing accuracy. I use this more and more in X1, too. I try to setup the SN to cover the whole battlefield as much as possible.
Pyro (PY): carries the Marsec mini-launcher, a flying armour pack and lots of mini-launcher rockets, both HE and incendiary. I use these as anti-air defence against flying, cloaked skeletoids. The mini-launcher rockets find cloaked targets and fire fast with lots of ammo. Rarely used unless cloaked skeletoids are expected. But these are also really useful against fast-moving poppers and cloaked arthropods.
Here are specialists who develop during the game:
Demolitions agent (DM): must have very high strength and stamina in order to carry lots of det packs and various grenades and mines to lay stacked grenade traps and blow doors. I'm using this guy in my Aliens:250 game. DM carries 4 prox mines and 4 HW grenades. his job is to keep mining the doors against hordes of aliens charging out of downed UFOs.
PSI trooper (PSI): must have very high PSI before they go into battle. In X3 they deploy very late, as I want to train them up with combat training too before sending them into battle. But I'll send them out on misions as possible to give them combat experience.
Stormtrooper (ST): Only an agent with high bravery, good strength, medium-high stamina & TUs and fast reactions can earn this designation (generally 50+ on all stats). They're especially important in X1, where reactions determine who fires first when you breach the door of a UFO. I use stormtroopers to lead the door breach, and rely on at least one to reaction-fire when aliens come out the door. It's the most glorious class, but the most dangerous. It's hard to keep enough on hand, as they're often most likely to die in battle.
Capture Stormtrooper (CST): Not only must this agent breach doors, but stun aliens up close rather than just kill them at range. This class develops late in the super-trooper stage, and is usually my very top agents - high on everything including PSI when mind-control is a possibility. Sometimes I refer to this as a Super Stormtrooper.
Commando (CM): This is reserved for super-troopers who pretty-well max out on stats (must be 90+ across the board). The codes help me to know who's equipped and ready to do what in tactical combat. If I have a problem, and need someone to solve it, I'll grab an CM knowing that he/she is the best choice. I get a number of these in XCOM3, as training facilities allow it. In XCOM1, these almost never occur. A Commando in XCOM1 would be practically a god. In X3, commandos do solo missions and kick major butt.
Ultra-Commando (UC): This is a Commando with 90+ PSI, and who's armed with 4+ teleporters to conduct solo missions against very late-game downed battleships and motherships. A UC is the final stage in the evolution of my XCOM agents. I've only ever fully trained and widely used one in the history of X3. She has 100 points on all but reactions, I think stamina, and PSI attack (no editor used). A UC can dodge missiles and jump throughout the battle, dropping vortex mines and stun grenades like a phantom.
Anyone else use a system like this?
Edited by Aiki-Knight, 30 June 2007 - 06:41 PM.