Difference between revisions of "Agents Stats (Apocalypse)"
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− | + | '''Itchy Trigger Fingers''' | |
− | |||
− | The | + | ==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/'''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. | ||
+ | ===Chart Definitions=== | ||
+ | All attributes will be within this range of values listed. Difficulty level does not influence these stats for X-Com units.<br> | ||
+ | '''Min''' and '''Max''' is the lower and upper limit of this trait for an agent within the hire pool.<br> | ||
+ | '''Technical''' are professionals employees: Biochemists, Quantum Physicists, Engineers.<br> | ||
+ | '''Security Station''' contains four turrets. These values are for one turret piece.<br> | ||
+ | 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 | + | ! Agent: Human |
− | ! Hybrid | + | ! Agent: Hybrid |
− | ! Android | + | ! Agent: Android |
− | ! Technical | + | ! Technical † |
− | ! Security | + | ! Security Station † |
|- | |- | ||
| Health | | Health | ||
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| 0 | | 0 | ||
|- | |- | ||
− | | Psi | + | | Psi Skill |
| | | | ||
| 100 | | 100 | ||
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|} | |} | ||
+ | † 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 <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> | |
− | < | + | All stats are given a simple rating for importance:<br> |
+ | '''Low'''<br> | ||
+ | '''Medium'''<br> | ||
+ | '''High'''<br> | ||
+ | ...and in what style of gameplay choosen if a difference is noted: Real-Time (RT) or Turn-Based (TB). | ||
===Health=== | ===Health=== | ||
− | + | '''Medium'''<br> | |
− | + | Health is ''vital''ity.<br> | |
− | + | 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> | |
+ | The higher the value for Health, the longer time delay (or harder it is) for an agent to become unconscious. | ||
===Accuracy=== | ===Accuracy=== | ||
− | + | '''Low''' (RT)<br> | |
+ | '''Medium''' (TB)<br> | ||
+ | Accuracy is the base value of an armed agent's ability to impact a target.<br> | ||
+ | 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> | ||
+ | Throwing accuracy and strength determine if the projectile lands where designated whereas guided weapons ignore an agent's accuracy. | ||
===Reactions=== | ===Reactions=== | ||
− | Reactions determines how | + | '''High'''<br> |
+ | '''Extreme''' (TB)<br> | ||
+ | Reactions determines how soon your agent sees an entity and how quickly they ready their weapon to fire.<br> | ||
+ | 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- | + | ===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- | + | ===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- | + | ===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. | + | 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.