Difference between revisions of "Soldiers (Hardmode)"

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===Melee Accuracy===
 
===Melee Accuracy===
 
Melee Accuracy affects a soldier's ability to hit their target with a close combat, or melee, attack
 
Melee Accuracy affects a soldier's ability to hit their target with a close combat, or melee, attack
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==Rank==
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Ranks and the concept of promotions remains unchanged from vanilla, they represent a soldiers position within a hierarchy, and in practical terms high ranked soldiers provide a morale boost to subordinate soldiers during combat.
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See [[Rank]] for more details.

Revision as of 22:39, 27 May 2022

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Soldier Attributes

All soldiers when hired are assigned random starting attribute number ranges. Most stats can be increased via in-game battlescape events that occur to the soldier.

Time unit range Stamina range Health range Bravery range Reactions range Firing Acc range Throwing Acc range Strength range Psi Strength range Psi Skill range Melee Acc range
Base Attributes 50 - 60 (80) 40 - 70 (100) 25 - 40 (60) 10 - 60 (100) 30 - 60 (100) 40 - 70 (120) 50 - 80 (120) 20 - 40 (70) 00 - 100 (100) 0 - 16 (100) 40 - 60 (120)

All stats have a "cap" where the stat can only be increased to that maximum, this max limit is denoted in the brackets in each value in the table above.

Compared to vanilla all soldier stat ranges are identical with the exception of melee, which have been increased overall due to the proliferation of dedicated melee weaponry to use.

Note that a soldier's psionic strength stat cannot ever be increased, it remains static throughout the soldiers career.

Time Units

Time units are spent to perform actions such as moving or shooting. The more time units a soldier has the further they can move, however certain actions have a fixed percentage cost to their action. Time units are improved by performing at least a single action during combat.

Stamina (Energy)

Stamina, shown in game as energy, represent the tiredness of a soldier. Performing any movement action will deplete energy at half the rate of time units expended (For X-COM at least). If a soldier expends all their energy then they cannot move. Stamina is regenerated each turn, based on 1/3rd of their total base time units (A soldier with 60 TU will regen 20 energy). Stamina can also be regenerated by stimulants from med-kits. Stamina is improved by performing at least a single action during combat.

Health

Health represents how much damage a soldier can sustain before they die. If a soldier sustains health damage during combat they will suffer a degradation of their primary stats, particularly firing and throwing accuracy (50% lost hp = 50% lost accuracy). Health is improved by performing at least a single action during combat.

Bravery

Bravery is a measurement of how brave a soldier is in the face of danger, a higher bravery score reduces the amount of morale lost to a morale-decreasing event (injury, dead team-mates, psi panic). Bravery is improved if the soldiers morale stat falls below 50 and the unit succeeds in not panicking.

Reactions

Reactions is a soldiers ability to offensively and defensively influence if they are able to move/attack first or second when encountering a hostile. Offensively a soldier will compare their reaction score (subtracted by remaining time units) and will attempt to fire on any enemy that moves in front of them during the enemies turn. Defensively a soldiers reaction score is used to try to prevent an enemy from firing reaction shots at them. Reactions are improved if a soldier takes reaction shots, even if the attack misses or cannot fire due to no ammo or lack of time units.

Firing Accuracy

Firing accuracy is a measure of the soldier's overall skill at operating any given firearm, essentially how accurate the soldier is. Firing accuracy is improved depending on how many times a soldier hits an enemy, thrown explosives also award points if their explosion hits an enemy.

Throwing Accuracy

Throwing accuracy controls how well a soldier is able to hit a target tile with a thrown object. It does not control how far a soldier can throw an object, that is controlled by strength. Throwing accuracy is improved depending on how many times you throw objects. A missed throw still counts. Three throws per mission is an optimal amount to perform if levelling this stat, eleven provides the maximum improvement but at diminishing returns.

Strength

Strength controls how much weight a soldier can carry before being encumbered. Once encumbered, a penalty is applied to the refresh rate of the soldier's Time Unit at the start of the next turn. Strength also controls the throwing distance of objects. Each point of strength represents a unit of weight that a soldier can carry. A rifle clip for example costs 3 units of strength. These weight values are used in conjunction with the soldier's strength level to determine how far the object can be thrown. Strength is improved by performing at least a single action during combat. Carrying heavy weights in a mission has no influence on strength gain.

Psionic Strength

Psi Strength is a measure of the soldier's innate ability to defend against psionic attacks - and to execute them, Psi Strength will not be revealed until a soldier spends a month of training in a Psi Lab. Psi Strength cannot be increased. It remains constant throughout the game. Soldiers with low psionic strength should either be relieved of duty or assigned to not fight against psionic capable enemies.

Psionic Skill

Psionic Skill is a rating of the effectiveness with which the soldier can use their inherent psionic ability. New recruits will always begin with a value of 0 for Psionic Skill, after training in a psi lab the value will raise between 0 and 16. Psionic Skill is increased by use of Psi on the battlefield, and through Psi Lab training. Both successful and unsuccessful psi attempts during combat result in improvement

Melee Accuracy

Melee Accuracy affects a soldier's ability to hit their target with a close combat, or melee, attack

Rank

Ranks and the concept of promotions remains unchanged from vanilla, they represent a soldiers position within a hierarchy, and in practical terms high ranked soldiers provide a morale boost to subordinate soldiers during combat.

See Rank for more details.