Posted 11 July 2005 - 06:24 AM
When I need new aquanauts I always recruit twice as much as needed (enough living space required). On arrival I sack halve with the worst stats. Especially everyone with bravery stats below 40 as those never tend to increase.
When I have a MC-lab and found out the MC strenght of my soldiers I sack everyone with MC strenght below 50. I even sack my best men if they lack MC strenght.
From then on I only train and take to missions the best of the best and keep recruiting and sacking men to find the ones with MC strenght over 90.
It is hard to sack the hero you used for months if you find out mc strenght is only 10, but live underseas is tough!
Posted 27 July 2006 - 12:46 AM
Plan on 2-3 sacrificial lambs for a landed small/medium sub, more for larger subs (I only go for landed subs)
Rest of the troop is soldiers that need training, plus 2 snipers for the times when 5 aquanauts use up all their time units missing a single alien
I know that the question was about recruiting and not training, but one led to the other. I feel that they cost me money, might as well put them to work. Most missions end with someone dead, usually the guys in the front of the formation. Put two and two together, and you get a scout you don't mind losing.
Posted 28 August 2006 - 07:36 AM
By the time you have no soldiers left with low bravery, you'll probably get mc labs, so you can use those with low mc strength as scouts.
As a result, only the best of the best remain, without spending too much money on buying/selling. Just natural selection, baby.
Posted 28 August 2006 - 07:07 PM
My first order of business: Homeless people make cheap rookies, and are great at opening UFO doors. Heck, they're so cheap, I'm going to replace all personel with them!
Secondly: This organisation takes too much money to run. Weapon shipments will come from Siberia from now on. Costly maintenance is to be cut on all facilities. That includes venting.
Thirdly: We have a new colonel. His name is Facehugger, he loves aliens, and I want you all to treat him with respect.
Lastly: I'll be in my condo on an undisclosed island, if you need me. Good day.
FMIX-The General Stores
Posted 26 March 2007 - 08:33 AM
Until I get MC labs. I build two MC labs if I can afford it then recruit up to 20 Aquanauts, then the next month I can put 20 people into MC training and find out their stats.
From those 20 people I usually have around 6-10 people with awesome MC strength, a few with acceptable, and I sack the rest. I'll recruit some new Aquanauts to fill up the empty MC spaces in case a new recruit has exceptional (90+) MC strength.
All the other stats can be improved, MC strength is the only stat I really worry about.
Edited by reckoner, 26 March 2007 - 08:35 AM.
Posted 14 June 2007 - 03:10 AM
Posted 20 September 2007 - 06:53 AM
I hire in bulk bringing in 20+ aquanauts at a time though you usually only keep 1-3 of them and end up sacking the rest per recruitment. Obviously at the start of the game you can't financially do this so I'm less picky and use the weaker ones to protect the aquanauts that I want to hold on to.
Reactions can be improved quite easily if they aren't low to start with, just give the lower reaction troops pistols or weapons that use less time units as it increases their chance of reactions in the alien movement phase, a good explaination here. But I generally avoid taking on anyone under 57 reaction units as it's easier to work up from a higher start value, anything below 50 or 45 units will tend not to react unless hit by fire and usually die quickly because of it.
Edited by VPR, 20 September 2007 - 07:18 AM.
Posted 20 September 2007 - 01:46 PM
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