Difference between revisions of "Agents Stats (Apocalypse)"

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==Overview==
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'''Itchy Trigger Fingers'''
This page aims to list all of the stats and inform as to their purpose. All the stats can be improved through [[Combat Experience (Apocalypse)|combat experience]] (with the exception of Strength and possibly TU/speed) or [[Training (Apocalypse)|training]] (with the exception of Bravery).
 
  
The following table lists the theoretical minimum and maximum values for each stat, as well as the starting values for the various types of X-com agents and personnel. Note that the stats of technical personnel and security stations cannot be improved, and these units are only present when your base gets attacked; stats are provided for reference only.
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==Agent Attributes==
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The population willing to defend Mega-Primus will offer their services to X-Com. They are an unlimited resource in the fight against the alien menace. All attributes/'''stat'''tistics can be improved. Active [[Combat Experience (Apocalypse)|combat]] is the best 'training' an agent can get but some stats cannot be improved unless a [[Training_Area_(Apocalypse)|Training Area]] is used. Strength is only increased with any agent spending time within this base facility.
  
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===Chart Definitions===
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All attributes will be within this range of values listed. Difficulty level does not influence these stats for X-Com units.<br>
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'''Min''' and '''Max''' is the lower and upper limit of this trait for an agent within the hire pool.<br>
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'''Technical''' are professionals employees: Biochemists, Quantum Physicists, Engineers.<br>
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'''Security Station''' contains four turrets. These values are for one turret piece.<br>
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Note: Attributes cannot be increased in any fashion for Androids, Technical or Security Station.
  
 
{| class = "wikitable"
 
{| class = "wikitable"
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! Min. Value
 
! Min. Value
 
! Max. Value
 
! Max. Value
! Human Recruit
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! Agent: Human
! Hybrid Recruit
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! Agent: Hybrid
! Android Recruit
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! Agent: Android
! Technical <sup>1</sup>
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! Technical &dagger;
! Security station <sup>2</sup>
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! Security Station &dagger;
 
|-  
 
|-  
 
| Health
 
| Health
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| 0
 
| 0
 
|-  
 
|-  
| Psi Attack
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| Psi Skill
 
|  
 
|  
 
| 100
 
| 100
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|}
 
|}
  
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&dagger; Does not have an inventory. Some stats are irrelevant. ie: strength.
  
<sup>1</sup>: Quantum Physicists, Biochemists and Engineers. Some of the stats (Accuracy, Strength, Psi Energy, Psi Attack) are irrelevant since they cannot use any items
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==Attribute Descriptions==
 
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Agents in combat work best when stats are uniform relevent to their other stats. Agents with very fast reactions are useless if they cannot accuracy shoot. Weak units can only use light weaponry since early armors are heavy and can be <s>sitting ducks</s> too slow when moving. A low stamina will limit an agent's travel speed by having to rest often. etc.<br>
<sup>2</sup>: Attributes are for each turret in a security station
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All stats are given a simple rating for importance:<br>
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'''Low'''<br>
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'''Medium'''<br>
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'''High'''<br>
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...and in what style of gameplay choosen if a difference is noted:  Real-Time (RT) or Turn-Based (TB).
  
 
===Health===
 
===Health===
One of the most important attributes for an Agent is Health. If this ever reaches 0 (or less), the Agent is dead. [[Medi-Kit (Apocalypse)|Medi-Kits]] will restore the health of injured agents by 5 points and heal critical wounds (which will make the unit lose health in combat as time goes by).
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'''Medium'''<br>
 
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Health is ''vital''ity.<br>
If present [[Medical Bay (Apocalypse)|Medical Bays]] will recover health losses back at base.
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It is more important is the early game but becomes irrelevant when exotic equipment shields a unit from damage. Obviously if health reaches zero, the entity dies. If fatal wounding is present, health decreases slowly (RT) or suffers a decrease depending on severity in (TB). A medikit only halts fatal wounds (blood loss). It does not restore health.<br>
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The higher the value for Health, the longer time delay (or harder it is) for an agent to become unconscious.
  
 
===Accuracy===
 
===Accuracy===
This determines how accurate your agent's shots are. The higher it is, the more likely they are to hit. This stat applies both to firing and throwing. Arguably the most important stat; it maxes out at 96, and at that point an agent can fire two devestator cannons on snap shot with no loss in accuracy or on full auto with little loss in accuracy. Experience is gained per shot that hits a live target, with fairly low requirements, so with frequent combat and raids, it will train very fast.
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'''Low''' (RT)<br>
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'''Medium''' (TB)<br>
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Accuracy is the base value of an armed agent's ability to impact a target.<br>
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Every weapon has its own accuracy rating. This is used in combination with an agent's accuracy stat to calculate a final value. Accuracy is easily increased with active combat - if the weapon hits a hostile, the agent's skill increases slightly at mission conclusion (escape or success).<br>
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Throwing accuracy and strength determine if the projectile lands where designated whereas guided weapons ignore an agent's accuracy.
  
 
===Reactions===
 
===Reactions===
Reactions determines how fast your agent reacts to threats in Real Time and Turn Based, similarly to the original X-COM. A higher value is better.
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'''High'''<br>
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'''Extreme''' (TB)<br>
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Reactions determines how soon your agent sees an entity and how quickly they ready their weapon to fire.<br>
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A fast, twitchy agent will attack sooner and possibly reduce the threat before it can return fire or get close enough for melee combat.  
  
 
===Speed/Time Units===
 
===Speed/Time Units===
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This determines how strong the agent is, thusly impacting how much equipment they can carry and how fast they can travel. A higher strength is better.  Strength can ONLY be increased through training at a [[Training Area (Apocalypse)|training facility]].
 
This determines how strong the agent is, thusly impacting how much equipment they can carry and how fast they can travel. A higher strength is better.  Strength can ONLY be increased through training at a [[Training Area (Apocalypse)|training facility]].
  
===Psi-energy===
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===Psi-Energy===
 
Psi energy is used when making psionic attacks. It works somewhat like stamina - without psi energy, you can't make psionic attacks. [[Androids (Apocalypse)|Androids]] have 0 psi energy.
 
Psi energy is used when making psionic attacks. It works somewhat like stamina - without psi energy, you can't make psionic attacks. [[Androids (Apocalypse)|Androids]] have 0 psi energy.
  
===Psi-attack===
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===Psi-Skill===
 
Psi attack determines how strong your agent's psionic attacks are. The stronger they are, the more chance they have of overwhelming the target's Psi defense - but some aliens are completely immune to psionics. Androids have 0 psi attack.
 
Psi attack determines how strong your agent's psionic attacks are. The stronger they are, the more chance they have of overwhelming the target's Psi defense - but some aliens are completely immune to psionics. Androids have 0 psi attack.
  
===Psi-defense===
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===Psi-Defense===
Psi defense indicates how resistant your agent is to psionic attack. The higher it is, the more chance the agent has of resisting psionic assault. Androids have 100 psi defense.
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Psi defense indicates how resistant your agent is to psionic attack. The higher it is, the more chance the agent has of resisting psionic assault. Androids have 100 psi defense are are immune to any psionic manipulation.
  
 
==See Also==
 
==See Also==

Revision as of 16:30, 4 October 2022

Itchy Trigger Fingers

Agent Attributes

The population willing to defend Mega-Primus will offer their services to X-Com. They are an unlimited resource in the fight against the alien menace. All attributes/stattistics can be improved. Active combat is the best 'training' an agent can get but some stats cannot be improved unless a Training Area is used. Strength is only increased with any agent spending time within this base facility.

Chart Definitions

All attributes will be within this range of values listed. Difficulty level does not influence these stats for X-Com units.
Min and Max is the lower and upper limit of this trait for an agent within the hire pool.
Technical are professionals employees: Biochemists, Quantum Physicists, Engineers.
Security Station contains four turrets. These values are for one turret piece.
Note: Attributes cannot be increased in any fashion for Androids, Technical or Security Station.

Stat Min. Value Max. Value Agent: Human Agent: Hybrid Agent: Android Technical † Security Station †
Health 100 40-50 30-40 70-90 35-45 500
Accuracy 96 15-35 20-40 30-50 10-30 60
Reactions 100 10-40 15-45 15-40 5-25 44
Speed 100 70-85 60-75 60-80 50-65 60
Stamina 100 40-60 50-70 60-85 30-50 80
Bravery 100 20-70 20-50 60-100 10-50 0
Strength 100 40-55 30-40 55-85 20-40 10
Psi Energy 100 5-20 30-45 0 5-20 0
Psi Skill 100 5-20 25-40 0 5-20 0
Psi Defense 99 15-30 25-40 100 15-30 100

† Does not have an inventory. Some stats are irrelevant. ie: strength.

Attribute Descriptions

Agents in combat work best when stats are uniform relevent to their other stats. Agents with very fast reactions are useless if they cannot accuracy shoot. Weak units can only use light weaponry since early armors are heavy and can be sitting ducks too slow when moving. A low stamina will limit an agent's travel speed by having to rest often. etc.
All stats are given a simple rating for importance:
Low
Medium
High
...and in what style of gameplay choosen if a difference is noted: Real-Time (RT) or Turn-Based (TB).

Health

Medium
Health is vitality.
It is more important is the early game but becomes irrelevant when exotic equipment shields a unit from damage. Obviously if health reaches zero, the entity dies. If fatal wounding is present, health decreases slowly (RT) or suffers a decrease depending on severity in (TB). A medikit only halts fatal wounds (blood loss). It does not restore health.
The higher the value for Health, the longer time delay (or harder it is) for an agent to become unconscious.

Accuracy

Low (RT)
Medium (TB)
Accuracy is the base value of an armed agent's ability to impact a target.
Every weapon has its own accuracy rating. This is used in combination with an agent's accuracy stat to calculate a final value. Accuracy is easily increased with active combat - if the weapon hits a hostile, the agent's skill increases slightly at mission conclusion (escape or success).
Throwing accuracy and strength determine if the projectile lands where designated whereas guided weapons ignore an agent's accuracy.

Reactions

High
Extreme (TB)
Reactions determines how soon your agent sees an entity and how quickly they ready their weapon to fire.
A fast, twitchy agent will attack sooner and possibly reduce the threat before it can return fire or get close enough for melee combat.

Speed/Time Units

This determines the agent's maximum movement speed (in Real-Time combat) or the number of time units available during Turn-Based Combat. A higher number is a faster/more capable agent. The actual speed/TUs can be decreased by carrying weapons and equipment (modified by the agent's Strength) so carrying too much gear slows your agent down, or encumberance.

Stamina

Agents consume stamina when running, and running out of it will force the agent to walk until they recover.

Morale/Bravery

When fellow agents are killed or injuries are suffered an unit may lose morale and it will gain it when enemy units are killed. Higher bravery stats will soften the morale losses along with the presence of officers (but if they are killed it will mean higher morale losses).

If morale reaches a critical level (or zero), the agent panics. This goes both ways - it is possible for aliens and other human forces to panic if enough of their comrades are killed.

Higher ranking units are less affected by morale than lower ones.

Strength

This determines how strong the agent is, thusly impacting how much equipment they can carry and how fast they can travel. A higher strength is better. Strength can ONLY be increased through training at a training facility.

Psi-Energy

Psi energy is used when making psionic attacks. It works somewhat like stamina - without psi energy, you can't make psionic attacks. Androids have 0 psi energy.

Psi-Skill

Psi attack determines how strong your agent's psionic attacks are. The stronger they are, the more chance they have of overwhelming the target's Psi defense - but some aliens are completely immune to psionics. Androids have 0 psi attack.

Psi-Defense

Psi defense indicates how resistant your agent is to psionic attack. The higher it is, the more chance the agent has of resisting psionic assault. Androids have 100 psi defense are are immune to any psionic manipulation.

See Also