Difference between revisions of "Agents (Apocalypse)"

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m (→‎[[Androids (Apocalypse)|Androids]]: Brainsucker and psi notes added)
m (Android recruits are not any rarer than Hybrids; you need relations ≥0 with the relevant organization to recruit either ("Neutral" means relations are anywhere from -25 to +25, so it may not be enough))
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= Overview =
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[[Image:Apoc_noarmor.png|Megapol Armor|right]]
Your agents are your lifeblood when it comes to close combat engagements with the enemy. Agents are highly adaptable soldiers trained in all the arts of - well - urban warfare. They come in all races, creeds colours and shapes. X-COM does not discriminate and is an equal opportunity employer. Come one, come all, if you can survive the night - or your first mission - then you will go far in the organisation.  
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'''The front line of defence for Mega-Primus against a new threat of strange inter-dimensional beings.'''
  
== The Races ==
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==Agents==
 
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Citizens of Mega-Primus who have decided to join X-Com may be hired each new day (midnight) from the three types available in the city: Humans, Hybrids and Androids.
Though most X-COM commanders end up utilising humans in the majority because they are the most well rounded race and have larger numbers available for recruitment, a good mix of Hybrids and Androids does allow for different tactical advantages that are normally not available to a team consisting entirely of one race.  
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* Hire cost = $600
 +
* Weekly wages = $600, ''$31,200pa''
 +
The total quantity of any type of agent across all bases at any one time is 100. If it is reduced for any reason, more will become available to be hired.  
  
 
===[[Humans (Apocalypse)|Humans]]===
 
===[[Humans (Apocalypse)|Humans]]===
 
[[Image:Human_apocalypse.png|right]]
 
[[Image:Human_apocalypse.png|right]]
 +
Humans have been around since well before recorded history. They are the most common of the three races available for hire. While they have no unique race related skills, they start with strong to average physical [[Agents Stats (Apocalypse)|abilities]], allowing them to quickly become adept fighters.
  
Humans are fundamental trooper material. They will probably make up the largest of your soldier population. They start with strong to average [[Agents Stats (Apocalypse)|abilities]] and can become very skilled soldiers fairly quickly. The only thing that humans lack are good psionic skills. Their starting statistics tend to vary widely. Be sure to screen those otherwise superb recruits for psi-defense or bravery deficiencies!
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The humans main weakness is their limited psionic abilities. With low psi defence, they will always be the most vulnerable of the three races to alien psi attacks.  
  
<br>* '''Pros:''' Wide availability of recruits means you rarely run out of human agents. Relatively fast statistical improvement means that even subpar agents can increase to respectable levels, with time.
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Human recruits have no political dependencies that prevent them from offering their services to X-COM.
<br>* '''Cons:''' Psionics, morale, brainsucking. Humans are also fragile.
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<br>* '''Recruitment:''' You can't really lose recruiting options with humans, but it's generally a good idea to keep people in your good books anyway. And specially if you keep [[Grav Ball League]] happy.
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{| {{StdCenterTable}} align = "center" width = "60%"
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|-
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|colspan = "2" {{StdDescTable_Heading}}|'''Human Features'''
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|-
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| colspan = "2" align = "left" |'''Requirements''': None
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|-
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|{{StdDescTable_Heading}} width = "50%" |'''Pros'''  
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|{{StdDescTable_Heading}} width = "50%" |'''Cons'''
 +
|-
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| align = "left" valign = "top"|
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* Common
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* Reasonable starting stats, allowing for quick training to usefulness.
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| align = "left" valign = "top"|
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* Low base psi abilities. Highly vulnerable to psi attacks.
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* Can be Brainsucked
 +
|}
  
 
===[[Hybrids (Apocalypse)|Hybrids]]===
 
===[[Hybrids (Apocalypse)|Hybrids]]===
 
[[Image:Hybrid_apocalypse.png|right]]
 
[[Image:Hybrid_apocalypse.png|right]]
Hybrids are the result of a crossing between humans and sectoids. No one's certain why they end up bald and with ridges on their head, but they take on the qualities of their sectoid bretheren. They are mentally powerful while frail in the flesh. However, being part human, they have the potential to become as powerful as their pure human cousins on top of their psionic skills.  
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Hybrids are the result cross breeding humans with [[Sectoid]]s. They have sectoid eyes and/or forehead ridges and baldness is common. They are mentally powerful but physically weak.
 +
 
 +
Although psi is their key racial ability, expect your hybrids to spend some time in the psi-gym before they become truly useful at psionic attacks.
 +
 
 +
Their weak physical abilities often makes them liabilities in combat. However, after some time in both the psi-gym and physical training, hybrids have the potential to be the most powerful of the three races.
 +
 
 +
Hybrids are backed by the [[Mutant Alliance]], a political group that promotes the welfare of Mega Primus's half human and half sectoid citizens. Being on good terms with the Alliance will allow new hybrids recruits to occasionally appear for recruitment.  
  
<br>* '''Pros:''' Psionic capabilities are useful, but suffer from drawbacks in Apocalypse.
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{| {{StdCenterTable}} align = "center" width = "60%"
<br>* '''Cons:''' Pretty much the same as human troopers, though often even more fragile. However, due to the psionic "nerf" (they only function on a line-of-sight basis, at least for untrained psions) hybrids are less effective than they could be.
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|-
<br>* '''Recruitment:''' You must be on good terms with [[Mutant Alliance]] to ensure a healthy quantity of Hybrid recruits.
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|colspan = "2" {{StdDescTable_Heading}}|'''Hybrid Features'''
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|-
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| colspan = "2" align = "left" |'''Requirements''': Relations with [[Mutant Alliance]] ≥0
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|-
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|{{StdDescTable_Heading}} width = "50%" |'''Pros'''  
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|{{StdDescTable_Heading}} width = "50%" |'''Cons'''
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|-
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| align = "left" valign = "top"|
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* Strongest Psi abilities
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* Can reach the same maximum stats as humans
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| align = "left" valign = "top"|
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* Recruits are rare
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* Lowest starting stats. Slower initial combat progression and more training time than Humans.
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* Can be Brainsucked
 +
|}
  
 
===[[Androids (Apocalypse)|Androids]]===
 
===[[Androids (Apocalypse)|Androids]]===
 
[[Image:Android_apocalypse.png|right]]
 
[[Image:Android_apocalypse.png|right]]
The Androids are the oddball of the three species that are employed by X-COM. The androids make a valiant attempt to eke out their virtual existence in the physical world by doing their best and taking as much advantage of their cybernetic bodies as they can. Unfortunately, they are not able to improve physically in any way or form. While this may sound like a big detriment at first, they start their life of service as combat hardened soldiers and have a semblance of immunity towards brainsucker and psionics.  
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The Androids are the oddball of the three races employed by X-COM. Androids are artificial humans who have reached a point of awareness and believe them selves to be alive.
 +
 
 +
An Android's abilities are based on its construction and programming and they are not able to improve physically in any way. Though this may seem to limit their usefulness, androids have good starting stats and are reasonably good fighters from the moment they are hired. Also unique to the Androids are their immunity to psionics. Brainsuckers also do not actively attack them.  
  
<br>* '''Pros:''' Good starting stats - especially health and morale. A shot that could kill a new human or hybrid recruit may ''merely'' critically wound an android. [[Brainsucker]]s and psi capable enemies do not deliberately target androids.  
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Androids are backed by [[S.E.L.F.]] - the Sentient Engine Liberation Front - a political union fighting for Androids to have the same rights as humans. X-COM needs to be on good terms with them before they will allow androids to enlist. Even so, quantities of recruits made available are very limited.
<br>* '''Cons:''' Inconsequential stat progression. No psionic attack capability. Can be brainsucked, though only by accident.
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<br>* '''Recruitment:''' Few or no android recruits will be available if you don't keep [[S.E.L.F.]] - the Sentient Engine Liberation Front - happy.
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Note that, while there is a separate damage modifier category for androids, it is [[Known Bugs (Apocalypse)#Android_Resistance|not used]].
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{| {{StdCenterTable}} align = "center" width = "60%"
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|-
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|colspan = "2" {{StdDescTable_Heading}}|'''Android Features'''
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|-
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| colspan = "2" align = "left" |'''Requirements''': Relations with [[S.E.L.F.]] ≥0
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|-
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|{{StdDescTable_Heading}} width = "50%" |'''Pros'''
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|{{StdDescTable_Heading}} width = "50%" |'''Cons'''
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|-
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| align = "left" valign = "top"|
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* The highest base stats
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* Immune to psi
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* Brainsuckers do not attack
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| align = "left" valign = "top"|
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* Recruits are rare
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* Stats cannot be improved
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|}
  
 
==Ranks==
 
==Ranks==
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</table>
 
</table>
  
Apparently it is impossible to get a Commander due to ingame limits. Check the discussion on the [[Agent Ranks (Apocalypse)|Agent Ranks]] page.
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Apparently, and for purposes of rank progression, all your hired personnel count toward the soldier limit, including scientists (which are presumably assigned the rank of Rookie, since it seems that scientist promotion does not take place in Apocalypse). Therefore, it is possible to have only ranked (i.e. higher than Squaddie) Agents if the total staff limit was reached through hiring scientists to fill the ranks. Check the discussion on the [[Agent Ranks (Apocalypse)|Agent Ranks]] page for more information.
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 +
 
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==Recruitment Algorhythm explained==
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 +
All units are generated on a list which has a total of 180 slots, so you can have a maximum of 180 units of any type. There is a cap of 100 agents and 50 engineers. I do not know whether there is a hard cap of number of scientists, as I always end up with 100 agents, 50 engineers, and 30 scientists in total.
 +
 
 +
The slot that the unit fills is set in stone when it is GENERATED, not hired. Once a unit is placed in a certain slot, it stays there until fired or it dies.
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 +
At the start of every day, the game goes thru a certain process for the recruitment (for agents, scientists, engineers):
 +
 
 +
a) check the previous day's available recruits. If they remain hirable, leave them in current slot, otherwise remove them.
 +
 
 +
b) Roll to see if any HUMAN agents appear. If so, generate them into the first available slots in the list.
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 +
c) Roll for biochemists. Then engineers. Then Astrophysics. And fill the first available slots. In that order.
 +
 
 +
d) Ditto for Hybrids, then androids.
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 +
Any units that are fired or die will free up their respective slots, but these slots will only be available to be filled up when the process starts over again the next day.
 +
 
  
 
==See Also==
 
==See Also==

Revision as of 14:27, 10 August 2022

Megapol Armor

The front line of defence for Mega-Primus against a new threat of strange inter-dimensional beings.

Agents

Citizens of Mega-Primus who have decided to join X-Com may be hired each new day (midnight) from the three types available in the city: Humans, Hybrids and Androids.

  • Hire cost = $600
  • Weekly wages = $600, $31,200pa

The total quantity of any type of agent across all bases at any one time is 100. If it is reduced for any reason, more will become available to be hired.

Humans

Human apocalypse.png

Humans have been around since well before recorded history. They are the most common of the three races available for hire. While they have no unique race related skills, they start with strong to average physical abilities, allowing them to quickly become adept fighters.

The humans main weakness is their limited psionic abilities. With low psi defence, they will always be the most vulnerable of the three races to alien psi attacks.

Human recruits have no political dependencies that prevent them from offering their services to X-COM.

Human Features
Requirements: None
Pros Cons
  • Common
  • Reasonable starting stats, allowing for quick training to usefulness.
  • Low base psi abilities. Highly vulnerable to psi attacks.
  • Can be Brainsucked

Hybrids

Hybrid apocalypse.png

Hybrids are the result cross breeding humans with Sectoids. They have sectoid eyes and/or forehead ridges and baldness is common. They are mentally powerful but physically weak.

Although psi is their key racial ability, expect your hybrids to spend some time in the psi-gym before they become truly useful at psionic attacks.

Their weak physical abilities often makes them liabilities in combat. However, after some time in both the psi-gym and physical training, hybrids have the potential to be the most powerful of the three races.

Hybrids are backed by the Mutant Alliance, a political group that promotes the welfare of Mega Primus's half human and half sectoid citizens. Being on good terms with the Alliance will allow new hybrids recruits to occasionally appear for recruitment.

Hybrid Features
Requirements: Relations with Mutant Alliance ≥0
Pros Cons
  • Strongest Psi abilities
  • Can reach the same maximum stats as humans
  • Recruits are rare
  • Lowest starting stats. Slower initial combat progression and more training time than Humans.
  • Can be Brainsucked

Androids

Android apocalypse.png

The Androids are the oddball of the three races employed by X-COM. Androids are artificial humans who have reached a point of awareness and believe them selves to be alive.

An Android's abilities are based on its construction and programming and they are not able to improve physically in any way. Though this may seem to limit their usefulness, androids have good starting stats and are reasonably good fighters from the moment they are hired. Also unique to the Androids are their immunity to psionics. Brainsuckers also do not actively attack them.

Androids are backed by S.E.L.F. - the Sentient Engine Liberation Front - a political union fighting for Androids to have the same rights as humans. X-COM needs to be on good terms with them before they will allow androids to enlist. Even so, quantities of recruits made available are very limited.

Note that, while there is a separate damage modifier category for androids, it is not used.

Android Features
Requirements: Relations with S.E.L.F. ≥0
Pros Cons
  • The highest base stats
  • Immune to psi
  • Brainsuckers do not attack
  • Recruits are rare
  • Stats cannot be improved

Ranks

RankNotes
Commander XCom3 rank6 Commander.GIF The Big Man
Colonel XCom3 rank5 Colonel.GIF 1 Colonel per 2 Captains
Captain XCom3 rank4 Captain.GIF 1 Captain per 3 Sergeants
Sergeant XCom3 rank3 Sergeant.GIF 1 Sergeant per 4 Squad Leaders
Squad Leader XCom3 rank7 Squadleader.GIF 1 Squad Leader for every 5 Agents
Squaddie XCom3 rank2 Squaddie.GIF A rookie will be promoted to squaddie when he/she earns enough experience points
Rookie XCom3 rank1 Rookie.GIF Starting rank for all new recruits

Apparently, and for purposes of rank progression, all your hired personnel count toward the soldier limit, including scientists (which are presumably assigned the rank of Rookie, since it seems that scientist promotion does not take place in Apocalypse). Therefore, it is possible to have only ranked (i.e. higher than Squaddie) Agents if the total staff limit was reached through hiring scientists to fill the ranks. Check the discussion on the Agent Ranks page for more information.


Recruitment Algorhythm explained

All units are generated on a list which has a total of 180 slots, so you can have a maximum of 180 units of any type. There is a cap of 100 agents and 50 engineers. I do not know whether there is a hard cap of number of scientists, as I always end up with 100 agents, 50 engineers, and 30 scientists in total.

The slot that the unit fills is set in stone when it is GENERATED, not hired. Once a unit is placed in a certain slot, it stays there until fired or it dies.

At the start of every day, the game goes thru a certain process for the recruitment (for agents, scientists, engineers):

a) check the previous day's available recruits. If they remain hirable, leave them in current slot, otherwise remove them.

b) Roll to see if any HUMAN agents appear. If so, generate them into the first available slots in the list.

c) Roll for biochemists. Then engineers. Then Astrophysics. And fill the first available slots. In that order.

d) Ditto for Hybrids, then androids.

Any units that are fired or die will free up their respective slots, but these slots will only be available to be filled up when the process starts over again the next day.


See Also