Difference between revisions of "Dynamic War (Long War)"

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* '''Xp per mission beyond cap''': there's a maximum Xp a soldier can earn per mission.
 
* '''Xp per mission beyond cap''': there's a maximum Xp a soldier can earn per mission.
 
*'''Weapons from captured enemies''': you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.
 
*'''Weapons from captured enemies''': you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.
 +
*'''The amount of randomness''': in a default "double speed" scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster.
 
===Balanced===
 
===Balanced===
 
* '''The cost of things''': the resources (credits/alloys/elerium/meld/weapon fragments) cost of items, training, etc doesn't change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost of alien corpses for things, which does scale.
 
* '''The cost of things''': the resources (credits/alloys/elerium/meld/weapon fragments) cost of items, training, etc doesn't change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost of alien corpses for things, which does scale.

Revision as of 23:48, 18 March 2015

Dynamic was is a Second Wave option which replaces the Marathon option from Enemy Within. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of alien missions and adjusted economy. By default, selecting this option generates 50% of number of missions that standard Long War would, but this can be adjusted with a setting in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, although some shortcomings of scaling can be overcome by editing other settings in .ini files.

Things that scale with Dynamic War

  • Alien missions: Number of alien missions per month scales, but not the number of EXALT or council missions per month.
  • Resources gathered: Resources such as credits/alloys/elerium/meld gathered per mission.
  • Xp per mission: however at very low scales, the Xp per mission hits a cap.
  • Fatigue & injury: timers scale.
  • Stay frosty this perk allows officers to reduce fatigue by one point. This deduction is applied before Dynamic War scaling.
  • Weapon fragments required: the amount of weapon fragments required for things scales.
  • Alien artefacts required???: Alien artefacts for research, rewards, etc. (not verified)
  • Alien corpses required: for research, rewards, etc.
  • Item repair: the repair times in the Repair Bay scale.

Things that don't scale with Dynamic War

Unbalanced

  • EXALT missions: Number of EXALT missions per month. The same amount of clues is required to locate EXALT headquarters. The player therefore gets the same amount of missions per month as without Dynamic War enabled. This puts an unbalanced strain on the soldier roster when playing at higher speed.
  • Council missions: The number of council missions per month doesn't scale.
  • Xp per mission beyond cap: there's a maximum Xp a soldier can earn per mission.
  • Weapons from captured enemies: you still get one weapon per captured alien / exalt but the opportunities to catch enemies do scale. This is unbalanced.
  • The amount of randomness: in a default "double speed" scaling you can get more unlucky with more missions shortly after each other with an exhausted soldier roster.

Balanced

  • The cost of things: the resources (credits/alloys/elerium/meld/weapon fragments) cost of items, training, etc doesn't change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost of alien corpses for things, which does scale.
  • Weapon fragments gathered: the amount of weapon fragments gathered from missions does not scale, but the amount of weapon fragments required for things does scale.
  • Artefacts gathered???: The amount of alien artefacts rewarded per mission doesn't scale, but the cost in artefacts of research, items, etc. is scaled. (not verified)
  • Corpses gathered: The amount of alien corpses gathered per mission doesn't scale, but the cost in corpses of research, items, etc. is scaled.
  • Base building: base facilities building times and power required do not change.