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Squad-based boni[message #347401]
||Thu, 27 October 2016 22:56 |
||Here's another idea. I'm not fully convinced it's good, but hey, food for thought.
Anyway, this one consists of two ideas that are somewhat related. The first idea is based on the observation that most players use squads of mercs that become quasi-fixed over a campaign. This is only natural - you decide what abilities your team should have, and then pick mercs that together fulfil your requirements (and hopefully don't murder themselves immediately).
So the idea is to perhaps 'reward' the player if he does so - by giving mercs that are in the same squad for multiple battles boni for just that. As a result, once a squad is set up the player has the incentive to keep that squad intact.
I'd advise using battles to count how long team has been together, as battles are the only time these boni would matter anyway.
An issuse is: how to we define 'squad'? In the code, 'squad' is just a designation, and we can instantly change it in strategic. It would be more reasonalbe to tie it directly to mercs. As a 'hook' we'd use a designated squadleader (SL) - this doesn't have to correspond to the trait of the same name. So the more battles mercs are in the same squad with the SL, the higher their bonus. The more coherent the squad (no recent additions/leaves), the higher the bonus. So you can still shake up the squad, but the boni will be lowered for a few battles.
The question then becomes what kind of boni there would be. One idea would be to use the SL's traits as a base. So, imagine, every trait of the SL would give everyone a different bonus. The idea being that the squad now heavily leans towards what the SL is god at. Examples:
Considering every merc has up to 4 traits, this could lead to quite a few possibilities. In that case the 'Squadleader' isn't always a leader though - getting Buzz as a SL sounds like a really sweet deal, when you wouldn't really trust here to lead anything but a death squad (then again, she kinda does, so... win?).
- Doctor: Every time a merc in the squad bandages someone, there is a chance to also heal a small amount of HP isntantly.
- Heavy weapons: -x% AP to fire heavy weapons.
- Auto weapons: -x% burst penalty.
- Stealth: Lower the extra AP cost for stealth movement actions.
- Athletics: +x% AP.
- Bodybuilding: +x% damage resistance, +x% carry strength.
- Radio Operator: The radio operator's eavesdrop action affects the entire squad.
- Scout: Instantly uncover any enemy role.
The good part of this is that have quite a few optoins, but don't need any skill-tree or whatever.
We could also add a bit of game progress relation by limiting how many squad leaders you could have. So, say, we start the game with 0 and get our first one as a 'reward' for completing the Food Quest (thereby signifying that we've taken out first city and have helped the rebels). Another one for liberating 3 cities, or freeing a certain prisoners from a notorious prison... you get the idea.
My second idea, then, contains skill-trees. This is based upon the idea that different players have different playstyles. Some people like to turtle up behind militia, others don't. Some like to play stealthy night missions, others just want to see the world burn. We could really argue that everybody can surely tweak the game the way they like it by using the fuckton of options we have, but this is another idea.
We could have a skill-tree (or, more precise, several sub-trees) with different 'themes'. An example in another very good game (Renowned Explorers: International Society):
We could have that too. So for example, one tree might be all about militia - lowering the training time, a small chance to promote them faster, better gear...
Another tree might be all about support - better doctor/repair abilities.
Another one might be about gun combat - damage/range/accuracy....
Another one might be about infiltration - various tweaks that make life as a spy a tad easier.
And so on. You would then need skill points for this. Which, again, you could earn by quests. Or various things you do. Get a point for wiping out 1/2 of the queen's initial garrison. Get a point for wounding 3 guys with one bullet. It would be like achievements, but with a point (so not like achievements at all. Achievements are what developers add when they want to stretch content while doing as little work as possible).
If we might want to reset these points at some point, gameplay wisdom suggests we would do so at a priest of some sorts. And we actually have one ingame! So the bloke could have something else to do besides getting wasted and ogling young women.
As said, not sure how good these ideas are, but hey, still space left in here.
The android shrugged. "Sometimes I break into your quarters and watch you sleep. And measure you to satisfy my electronic need for precision."
"It's not that unusual, I do it all to the crew."
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.
Re: Squad-based boni[message #347414 is a reply to message #347408]
||Sat, 29 October 2016 10:16 |
Location: So. Cal. or texas
||I guess my take was the Skill Trees were Strategic in nature not more per merc bonus stuff, So they were points you earned that gave you as the commander extras ... like better militia maybe they get improved health or defense or offense or hit bonus or less dailiy cost, or better recruitment levels.
another could be like bonus on mining, so if you put enough points in you might make a little more profit, or randomly mines can give a bonus for better than usual strike, or something
maybe vehicle bonus, like cuts down on fuel costs or something
anyways.. thing that don't generally help your mercs directly in combat but help the overall strategic stuff a bit.
I don;t use the food/water/drug/poison stuff (too much micromanaging time) but maybe a tree could help with that stuff..
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