
Leadership Points
#1
Posted 12 May 2007 - 12:34 AM
#2
Posted 12 May 2007 - 11:48 AM
Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
#3
Posted 12 May 2007 - 03:12 PM
- NKF
Number of members: 1
#5
Posted 16 May 2007 - 03:28 AM
#6
Posted 16 May 2007 - 11:17 AM
If i remember it right, the score was simply "Killed aliens"-"Killed agents"+Captured aliens". Automatically captured do not count (egg, chrysalis).
Thanks Tuoppi - now that I think about it, that sounds about right!
#7
Posted 23 May 2007 - 10:04 PM

Anthro is like 12?..
Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
#8
Posted 23 May 2007 - 11:38 PM
I remember that agents go up in value the higher the rank they are. I know a rookie is worth -10, while a sergeant I think is -14. I think these should be much higher. Losing one's commander should be like -1000, not -20 or whatever it is.Kinda simple, but If I remember correctly the agents are negative 10, while the aliens are all random numbers set to their model
Anthro is like 12?..
#9
Posted 29 May 2007 - 06:13 PM
Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
#10
Posted 29 May 2007 - 06:45 PM
I don't know whether this is strange or not, but I really almost never lose agents in XCOM3. In XCOM1 and 2, I just can't help losing some almost every mission, especially in the beginning. But in X3, I play real-time, take up god fire positions, hopefully near exits, and win the firefight through superior deployment and use of arcs of fire. When an agent is injured, I evac him/her.Oh, Well Ive never lost a higher ranked officer, Rookers are my shields >.>
I armour everyone with the best I can get, and I don't send injured agents on missions except in the very msot drastic situations. I don't take down the first battleship or mothership I shoot down, but bide my time until my troops are reasonably well-prepared with training and equipment.
How about the rest of everyone? Do you lose many agents?
#11
Posted 29 May 2007 - 07:24 PM
I was just saying I dont care if the rookies are in the med labs

Come on, You know me. I use shields like a mad man, sometimes without armour too!
Its actually really fun to play like that, really makes the aliens think they stand a chance ^^'
Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!
#12
Posted 04 June 2007 - 06:39 AM
Leadership bonus is (100 - Casualty penalty * 3)% of
(Combat rating - friendly fire + stunned hostiles).
And each alien has a score between 3 and 30 or so. Queen is 50.
Aiki - how do you not lose agents in real time?? I play Xcom 3 only, and I lose agents on a regular basis until personal shields come along. Not entire squads, but 1-2 rookies or squaddies on a mission now and then - poppers, etc.
#13
Posted 09 June 2007 - 08:49 AM
In Realtime you can do ALOT more with the pause button than you can do with turn units ;D
Picking up grenades and throwing them back anyone? ^^
Poppers arent a big deal if you know how to take care of them.
You need a motion scanner since they USUALLY have smoke all around the area Ive found.
Plasma Pistols, Laser Snipers, Disruptor guns, Stun guns, Devastator cannons
If memory serves right, Those weapons cause them not to explode, but neither does AA Gas, but it doesnt effect them fast enough due to their high speed.
Yes, I know I left out Toxiguns.. but I hate using those things..

I just find them to be too uber for the game xD!
Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!