

Free shipping offer valid only in Continental U.S. Dell may impose a purchase quantity limit (for example, 5 units per order). Offer details: Offers subject to change, not combinable with all other offers, while supplies last. Third-party retailer data may not be based on actual sales. This way loss of individual soldiers will be less frustrating and progress is moved by the progress of the whole organization rather than level of small group of soldiers.Footnotes Estimated value is Dell’s estimate of product value based on industry data, including the prices at which third-party retailers have offered or valued the same or comparable products, in its most recent survey of major online and/or off-line retailers. Instead of managing them per soldier you manage them for the whole team currently on the battle. Instead of unlocking abilities by level you unlock them by research. Replace willpower by a nano-charges and now abilities come from some high tech command brain interface. Why not do it differently? Leave stats and random proficiencies per solder but move all abilities into a “commander” interface. So it’s a design decision motivated by some other factors.īut in a game that does nothing like that and doesn’t even try to be an RPG it just feels misplaced.

In Firaxis XCom it’s kind of clear, they want you to customize their looks, maybe load some community profiles and have some background for them, a sort of light RPG layer with added potential of selling you customizations. I don’t understand why this game is designed with such emphasis on soldiers. Losing soldiers in PP is an opportunity to try something new. In PP, by contrast, I might replace my deceased fast melee berserker with an armored jetpacking bashing heavy, and fulfilling the same (melee) role they will play very differently. This is what I hate about losing soldiers in XComs - it’s a total loss of progress. I’m not replacing the maxed out Tom with Bob the recruit, in the hopes that one day, after 20, 30 or 40 missions Bob will be exactly like Tom used to be. You lose soldiers in a squad, get replacements from the stables and hire new recruits to get them trained.Īnd what I love about PP is that the replacement will be different. Sure, skills are very important in PP (though IMO not so as to make soldiers without them useless). In theory, you could field a rookie with maxed out stats (if you had access to the right gear, augmentations and/or a vast SP pool). You also have a common skills points pool, stat modifying gear and augmentations. To compensate for their low stats and lack of skills you can build TFs.

So when you see an interesting candidate (based on their class) in your travels, you recruit them. It’s true that at least currently you have to go to a haven to recruit, though in practice I think most players keep “stables”, as you need to field several teams anyway. Over the time you have to split your squads into different regions and so need more or less constantly new recruits and on top of that the fatigue system.įor me, all that with the newest TC-‘nerf’ seems not play well together. For me personally not that big problem, but somewhat undesirable in terms of game design. Of course, only as long as you not got to much global SP per lost soldier …Īnother solution could be to buff the TCs to gain a bit more global SP, currently they give you 1-2 per day or Also nice and in my opinion a must haveīut that won’t help fresh recruits in the mid-end game, the ‘old boys’ will continue to be disproportionately stronger. Maybe the Idea from described here in post #2 ( The new skillpoint system in leviathan patch) could be one solution, even better if it is optional. You don’t get that much per mission (in my experience 4-10 / mission and a total of about 400-500 at the end of the game incl. Overall, however, far too few global points could accumulate to adequately compensate for larger losses. The experienced soldiers continue to receive 10 SP after each mission to keep pushing them, even after level 7, so it is not absolutely necessary to ‘waste’ these global points on them. My own solution to deal with the existing skill gap will probably be to use the global PP skill points mainly for new rookies. Let’s try to find something that most can be happy with instead of arguing. Players have a problem with the new skill system and it doesn’t help them much if it isn’t any better in other games. I think it makes little sense to put the problem into perspective by comparing it to other games.
