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Re: WW II mod[message #276203] Sun, 20 March 2011 14:04 Go to previous messageGo to previous message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
LootFragg
Can you think of any more cases where a limit of 2+1 traits prevents AIM / MERC / RPC mercs from having the traits they should come with?
No. Martial Arts is the only case where having the expert trait makes a serious difference (here: even give new animations). In all other cases it is sufficiently to have just the normal trait for being able to preform the task. For example, Sniper is better than Marksman, but a Sniper cannot do anything a Marksman can't.

May be MA could be made a minor trait, replacing Melee. Melee could then become the expert trait of new "Hand-to-Hand" major trait?


Quote:
BUT I think avoiding ambushes and such isn't necessarily dependent on further knowledge of the environment. The difference between mercs with and without the trait is probably bound to personality - not STOMP's personality. Certain characters are just always on the lookout.
Yes. But the major use of that trait (I my opinion) is to give you exact numbers of enemies in city sectors and adjecting sectors. These would be informations you can only get from the locals.
Quote:
*sigh* Athletics? Ewh. Teaching was better suited I guess.
She is Paramedic, Atheltics and Teaching; because her bio said she is, not because I see her as a suitable drill instructor. I have also upped her leadership to 21 because having a teacher with 1 LDR is as usefull as a "Sniper" with 1 MRK.

Quote:
I always considered shooting one of the most important skills a non-specialized merc should have. By non-specialized I mean that the squad's medic doesn't need to be an effective shooter. Everybody else, including technicians, does.
This is relative: Most mercs have more than 70 MRK while a large protion even above 80 - without being snipers of some sort. In this case a merc having 90 MRKs (and nothing else) isn't something that would elevate him much above the others. Things would be different if something around 30 to 40 MRK would be the norm.

And that's the case with the other skills. Usually mercs that are not specialized have very low values in MEC, LDR, EXP, and MED. This gives those that shine out in these traits a clear edge over the others.

Quote:
So I'd make the salary somewhat dependent on the skill's importance. Explosives, for example, is one of the least important skills unless you really need an explosives expert.
That's always difficult to say, and a reason for me to exclude STOMP traits from "qualification", because which one is more valuable: "Sniper", "Machinegunner", or "Marksman & Autoweapons"?

You are right, that every merc needs a decent marksmanship - but on the other hand MRK is a skill that improves very fast, and comparably "save": give a scoped rifle to Barry and he'll become as good in MRK as Raven is in a week by sniping enemies from a save distance. This doesn't work the other way round, because when you send Raven for disarming mines she'll not become as good in explosives as Barry is but will be torn apart by the first one she touches.

So, while the "secondary skills" are not needed that often, anytimes you call for someone with those skills you already need an expert not a trainee.

Quote:
Mercs lacking agility are almost useless. No need to really pump up the values, I only think there should be a slight modifier.
In particular in this mod with all its slow firing weapons you certainly don't want to drag around a merc with some 40 Agility. For example, Haywire had something around that, but he is a machingunner and expected to operate the M1919. That one requires a lot of APs to shoot more than three rounds in a burst - a sheer impossibility without at least average Agility.

Quote:
Other than that, I like the idea. And maybe you should factor in traits, personality, disability, ability to convince people and social skills (hate / like). Grunty for example gets along with everybody.
I don't think that this should be included into the payment. For example, Buns is one of the most un-social mercs in JA, but ever since I have her in (most of) my starting teams what are rather built around Grunty, Barry, Ivan and other "Euro-mercs" than around Fox, Spider, Magic and other "US-mercs".

--------------------------------------------------
@ Dieter

Here are the snippets of my attempts to make a rifle-grenade weapon:

This is the original weapon:


		685
		1909 Carbine
		Modelo 1909 Carbine
		Argentinian made cavalry carbine. This bolt-action rifle is a so called "Argentinian Mauser", using the Mauser mechanism but is chambered in 7.65x53.
		Modelo 1909 Carbine
		Argentinian made cavalry carbine. This bolt-action rifle is a so called "Argentinian Mauser", using the Mauser mechanism but is chambered in 7.65x53.
		2
		685
		3
		85
		28
		7
		1509
		1
		1
		1
		1
		1
		1
		1
		1
		1
		1
		1
		1
		26
		-30
		-10
		-10
		30
		2400
	

		685
		Modelo 1909 Carbine
		3
		4
		9
		12
		12.25
		22
		36
		45
		6
		5
		540
		200
		100
		80
		5
		322
		102
		108
		157
		20
		32
		1
		16
		16
		477		
	


It is converted into this weapon


		2596
		RG-1909 Carbine
		RG-Modelo 1909 Carbine
		Argentinian made cavalry carbine. This bolt-action rifle is a so called "Argentinian Mauser", using the Mauser mechanism but is chambered in 7.65x53.
		Modelo 1909 Carbine
		Argentinian made cavalry carbine. This bolt-action rifle is a so called "Argentinian Mauser", using the Mauser mechanism but is chambered in 7.65x53.
		16
		2596
		20
		85
		28
		7
		1509
		1
		1
		1
		1
		1
		1
		1
		1
		1
		1
		1
		1
		26
		-30
		-10
		-10
		30
		1
		2400
	


		2596
		RG-Modelo 1909 Carbine
		3
		12
		6.46
		30
		36
		45
		6
		5
		350
		200
		100
		80
		5
		322
		102
		108
		157
		20
		32
		1
		16
		16
		477
	

I have tried this with giving the RG-rifle both 1 shot and 5 shot magazine sizes, always with the same result (phantom icon of a 5er magazine that crashes the game).

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