Jak Posted August 8, 2006 Report Share Posted August 8, 2006 Can we edit stats beyond the >=50 <=80 setup? It would be nice to make a super soldier and have him battle a large force of aliens while taking more than just 1-2 hits from a plasma gun. Also it would allow more variation in hotseat games. I tried searching for an answer to this but couldn't come up with anything. Link to comment Share on other sites More sharing options...
[Blehm 98] Posted August 8, 2006 Report Share Posted August 8, 2006 No, because you could just have a floater with super high strength and super high firing accuracy equip a rocket launcher and a bunch of rockets and you have an extremely accurate missile launching system that can flythe limits are there to prohibit such things from happening Link to comment Share on other sites More sharing options...
Jak Posted August 9, 2006 Author Report Share Posted August 9, 2006 No, because you could just have a floater with super high strength and super high firing accuracy equip a rocket launcher and a bunch of rockets and you have an extremely accurate missile launching system that can flythe limits are there to prohibit such things from happening But dont the stats have to work on both clients? So if I can change my stats cant the other guy? So that way one person cant do it with out the other doing it, ie. no cheating. What kind of coding would making this change entail? Just changing a variable in the source and recompiling it?It seems pretty annoying that most guys can only carry one gun and a couple grenades and not much else. Link to comment Share on other sites More sharing options...
[Blehm 98] Posted August 9, 2006 Report Share Posted August 9, 2006 It is not annoying, believe me, it is just fine as it is Link to comment Share on other sites More sharing options...
the_unfrgiven Posted August 11, 2006 Report Share Posted August 11, 2006 IHO, I think that the different races should have different stat max\min settings. A sectoid should in no way be able to carry as much as a human, much less a muton. And, are the stats linked in a way that weight carried decreases time units, or increase the amount of stamina burned?? Link to comment Share on other sites More sharing options...
Kratos Posted August 12, 2006 Report Share Posted August 12, 2006 unfrgiven, we had a little system for the alien races on a developer test version before (had other features too, however were lost ). It's seriously taken into thought, so don't worry. :wink1: Link to comment Share on other sites More sharing options...
Jak Posted August 12, 2006 Author Report Share Posted August 12, 2006 (edited) Excellent! I like the idea of races having more realistic stats (Wouldn't wan't to modify them as much) Also I'de like to hear about the other features that were in development. Edited August 12, 2006 by Jak Link to comment Share on other sites More sharing options...
MosFet777 Posted September 5, 2006 Report Share Posted September 5, 2006 How about an option to set stat maximums from the host?Or setting an increasing point cost for adding more than the default 70 points.This way the host could moderate the minimum/maximum stat points available or the cost could multiply as more stat points are "bought". Link to comment Share on other sites More sharing options...
Sporb Posted September 6, 2006 Report Share Posted September 6, 2006 or we could have stat limit sets? sort of like the weapon sets but allows the player to choose from a list of sets that changes the min/max of all the races stats. 1 - normal UFO2K stat set: possibly the best ballanced for all races2 - alien stat set: all races have specific stats3 - unlimited set: there are no min/max limiters for any stat Link to comment Share on other sites More sharing options...
MosFet777 Posted September 6, 2006 Report Share Posted September 6, 2006 That sounds like the way to go. Link to comment Share on other sites More sharing options...
Hobbes Posted September 6, 2006 Report Share Posted September 6, 2006 I think that might be a bit....how do I say it? Well, too much customization, plus it would make the system harder to deal with. Using different weaponsets requires players to create different squads, each equipped with a particular weaponset. Having 3 types of stats would require 3 more different versions of a squad if a player wanted to play all different types of stats. Plus the tendency is to stick to the default (like the weapon sets) to avoid having to think too much about your squad. Link to comment Share on other sites More sharing options...
MosFet777 Posted September 6, 2006 Report Share Posted September 6, 2006 That's a good point.Were playing pretty constantly, and we keep using the same settings each time just changing game mode or map each time.when we do change loadouts or stats we stay with them for a while.Of course, we're playing on a LAN so it's a lot easier to communicate the settings.It would be nice if there was a way to have a stat option without all the potential confusion that would probably follow. Link to comment Share on other sites More sharing options...
MosFet777 Posted September 14, 2006 Report Share Posted September 14, 2006 What about unit promotions? As teams win more matches, their stats could improve through rank. Obviously, their point cost would have to climb to reflect this, but it might add more incentive to win on the battlefield.If their point cost was increased appropriately, they would still(theoretically) balance with other players' teams. Link to comment Share on other sites More sharing options...
Sporb Posted September 14, 2006 Report Share Posted September 14, 2006 there has been some discussion of team evolution before and the problem is that older players will have a large upperhand over newer players. That would discourage new players joining for long and also take games away from older players due to lack of numbers. Link to comment Share on other sites More sharing options...
the_unfrgiven Posted September 14, 2006 Report Share Posted September 14, 2006 there has been some discussion of team evolution before and the problem is that older players will have a large upperhand over newer players. That would discourage new players joining for long and also take games away from older players due to lack of numbers. if the cost of the unit went up as they improved their stats, that would tend to balance the game for the newer players. right?? Link to comment Share on other sites More sharing options...
Sporb Posted September 15, 2006 Report Share Posted September 15, 2006 not really. a noob soldier is still less deadly than a pro with a less powerfull gun Link to comment Share on other sites More sharing options...
Kratos Posted September 15, 2006 Report Share Posted September 15, 2006 (edited) if the cost of the unit went up as they improved their stats, that would tend to balance the game for the newer players. right??I use to send conventional bullets up power suit butts. Trust me, that is where they got the o_O look. Dunno if I still can anymore if anybody wants to test this. But I am sure Hobbes can do even better. Edited September 15, 2006 by Kratos Link to comment Share on other sites More sharing options...
ORI Posted September 29, 2006 Report Share Posted September 29, 2006 (edited) How about allowing players to have thier team develope or earn points as they win matchs so they can creat a better team in the next match? Players start with a starting amount of credit points to construct thier team, ect.. (Im not sure if that is possiable to implament cause I think it requires each player to have an account on a server) Also then when a soldier dies, he is deleted(as in points substructed from repository) This will both cause players to personalize and care for some members of thier X-com Unit (much like in the original game) and challange players by potentially minimizing the use of simple cannon fodder technic. Doing so will also keep players from whining about how thier soldiers are not strong enough, because they will be improving within the given limits.. (and if a failing player ends up bankrupt on credits he/she can always reset thier account) Edit: Oh, I see you already reached that point of the disscussion (didnt read far enough) Edited September 29, 2006 by ORI Link to comment Share on other sites More sharing options...
ORI Posted September 29, 2006 Report Share Posted September 29, 2006 (edited) not really. a noob soldier is still less deadly than a pro with a less powerfull gun It depends, a noob with enough points at can always create one average/super soldier at start and purchese the rest of the team later.. I think its too soon to tell if it will discourage people or make them more interested in continuing to play. MMORPGs PvP servers usally have both High level characters and Low levels, The Higher level players usally creat factions or competing teams(clans) by sponsoring and recruiting the Low Level Players into thier ranks. From what I understand, If the game switch to Client/Server infrastructure (which is anyway required for this feature to be implamented correctly) there will be less limit on the number of players who battle in a single scenario, with two or more player groups battling eachother(like each player bringing one or two of his best soldiers to form a single x-com team/unit.thus potentially creating clans among the player communtiys( Players will want to have other players on the team to support them) solving the Higher and Lower player problems because a Higher level player risk less of his original team(Evolved soldiers get deleted if killed in battle) by having another player (Lower level or not) fight alongside him as cannon fodder . Of course there will be players who like to go solo when thier team evolve, and new players will team up against them. So I think Team Evolution can still be balanced if 2vs2 or 3vs3 scenarios are made possiable in that particular way. Edited September 29, 2006 by ORI Link to comment Share on other sites More sharing options...
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