XCOM 2
[WOTC] Soldier Development
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Hotl3looded  [developer] Apr 3, 2018 @ 7:00pm
Mobility
TBC
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Showing 1-15 of 22 comments
Hotl3looded  [developer] Apr 3, 2018 @ 7:19pm 
I wrote a piece of code to increase mobility.

It is only possible to increase mobility if a soldier dashes (yellow move in one go, blue move followed by yellow move won't work). Using melee weapons can increase mobility if the soldier dashes to reach the target.

Now I have to decide how often to increase the stat. I was thinking something along the lines of 0.1% chance per dashed tile. But really I have no idea how often that will trigger. I'd like your input on this.

Also, what do you guys think about this dash mechanism? I know this feature will be easy to abuse in missions without timers so it will be up to the player to decide if he wishes to "cheat" or not.
Last edited by Hotl3looded; Apr 3, 2018 @ 7:20pm
mutant Apr 4, 2018 @ 7:36am 
is there any way to make it so that the chance to have a mobility increase only triggers for tiles the character dashes while in ennemy sight

personnaly i use one character during the first 2 or 3 turns to scout and the rest of the platoon dashes, so yeah, dashing under ennemy sight as a requirement will reduce that and also adds some "grow through adrenaline rush moments" kinda vibe to the mechanic
Dawnpromise Apr 6, 2018 @ 12:39am 
Hrm, I'm trying to think of a good way to adapt this and struggling. I'm assuming the cap will be something like 20 or so. I'll agree that if you could set it where the dash has to be in enemy range would be nice, or alternatively have it check to see if a mission timer is active if possible.

One thing I notice is that with the per tile dashed system the odds of getting a mobility+ increase as the the stat does. Wouldn't you want it to be the other way around?
Hotl3looded  [developer] Apr 8, 2018 @ 3:05pm 
I tested the feature in a game these past few days and it triggers very rarely. I'm in August and there isn't a single soldier who has gained more than 2 mobility boosts.

Originally posted by Dawnpromise:
One thing I notice is that with the per tile dashed system the odds of getting a mobility+ increase as the the stat does. Wouldn't you want it to be the other way around?

This is true in theory but in practice it is not because you don't always dash at your maximum range. Most of the time, you dash to a tile with a good position (cover, high ground, etc) and that tile is not always at the max dashing range.

Also in each mission you have to go through X number of tiles to get to the enemy/evac zone. A high mobility soldier will get there in fewer turns but in the end all the soldiers will go through the same number of tiles so they should have approximately the same chance to gain mobility per mission.

Soldiers who dash more frequently than the standard move to engage/evac (melee, run and gun, etc) will have a slightly better chance to get a mobility boost per mission.
Oblivious Naga Apr 13, 2018 @ 6:10pm 
Thanks for the mobility addition. Been very useful but it needs a low cap. My sugestion is it be capped at 15 max. Anything higher is too OP. This allows you to play with the percentage of activation (I'm thinking around 5% would be ideal; 10% would be the max)
Its a very hard stat to balance especially with the mobility increasing items available in the workshop but its looking quite good so far
Hotl3looded  [developer] Apr 13, 2018 @ 7:19pm 
Originally posted by Borgadan Rager:
Thanks for the mobility addition. Been very useful but it needs a low cap. My sugestion is it be capped at 15 max. Anything higher is too OP.
I feel the same way, that's why the cap is set at 14 by default.
Wendersnaven Apr 18, 2018 @ 8:09pm 
Is the cap for the mod effects, or does it cap the entire game? Fore example, you have a lucky chap hit 14 from running a lot, then send him on a covert action with a +1 mobility, will he benefit from a 15 afterward? Or can equipment like an SMG stack to go over that 14 cap?

Mobility maths would be happier with 15 as an overall cap. According to what I've seen, there are thresholds at 12, 15, 18. It would be nice to have melee or scout units get up to the 15 mark.

Hotl3looded  [developer] Apr 18, 2018 @ 11:00pm 
It caps for the mod effect only. The mod effect only takes into account the base stat of the soldier so you can go higher than the cap with PCSs, equipment and abilities.

I just checked the code and if you have a higher stat than the cap, the function can trigger and will lower the stat to the cap... I will fix that in the next update so people playing with the Covert Actions can go over the cap if they want to.
Hotl3looded  [developer] Apr 18, 2018 @ 11:06pm 
There are mobility thresholds at 12, 15 and 18 because the formula for movement range is:

Bluemove = Mobility / 1.5
Yellowmove = Bluemove * 2

So 12 mob = 8 blue tiles, 15 mob = 10 blue tiles and 18 mob = 12 blue tiles.

But Mobility values inbetween 12/15/18 will increase the diagonal range and the yellowmove range
Last edited by Hotl3looded; Apr 18, 2018 @ 11:09pm
Wendersnaven Apr 22, 2018 @ 10:54pm 
Aha, that's why I'm seeing peripheral movement increase when I equip something that adds to movement. (Yes, I sometimes use leg servos.)

So in my current run (hah ... puns), I'm approaching endgame and have my first Section9 squad assembled and retrofit. I was planning on waiting for their movement to increase one or two ticks before taking the physical ability perk to buff their stats. Sounds like it won't matter when I do it as the cap will shift to 14, so I'll go ahead and spend the pool points on my all-star team.

I really like how all points go into the X-Com pool. I've earned a handful of them on Advent soldiers that have joined my squad, due to an operations card. It's nice to see the points with them for flanking shots and such, not go to waste.

Operations are wonderful now, as you choose them for their primary function instead of what stat you want specific soldiers to inherit. This mod is all improvements to the base game as far as I can see. Thanks again.
Hotl3looded  [developer] Apr 23, 2018 @ 1:18am 
Originally posted by Wendersnaven:
Operations are wonderful now, as you choose them for their primary function instead of what stat you want specific soldiers to inherit. This mod is all improvements to the base game as far as I can see. Thanks again.

I did a single playthrough with unmodded covert actions and I found myself only doing the ones that gave Mobility/Aim/HP boosts because those bonuses were worth more than the actual covert action reward.. That is what prompted me to make this mod.
Bosmun May 25, 2018 @ 9:50am 
i will say this mobility vs tile count is something to be aware of as tile to mobility is a 2:3 ratio so for every three mobility u gain 2 tiles so for OCD sake caps should be divisible by 3
José Jun 9, 2018 @ 5:42am 
@Hotblooded: Rather than just having the stat boosts on a dash, perhaps you should look at the code for the LW2 skill 'Fleche.' It increased damage by the distance ran by the units. So that people couldn't cheat the pathing system to increase damage cheaply, it used the starting position in comparison to where the unit ended. Perhaps this could be a middle ground for those that don't like mobility only procing on dashes.
ZeuS Jul 18, 2018 @ 2:26pm 
@Hotl3looded: giving the same stat increase to everyone does not make much sense if the goal is to increase realism which I am assuming that...it is.
I mean doing something a lot makes you better at it indeed, it is realistic, but not everybody gets equally better.
For example if a couch potato starts running everyday for 1 hour for months they will improve their performance for sure and they will improve a lot. On the other hand if Hussain Bolt does the same, will see no improvement what so ever (in fact with such a light regime he might lose performance).

So how much someone gains should be based on 2 factors:
1) the gain ease should be inversely proportional to their current status.
2) the gain ease should be a variable A that depends on the person.

The current status is easy to determine:
A person with 10 mobility will gain mobility easier than a person that is at 15.

The person dependency will require to use a random "genetic" formula.
You could create a random number by adding, subtracting, etc (the operations do not matter as long as they are constant) their stats all together untill you get a random number.
You could ever simply concatenate the stats all together and get a number.
For example aim 62, will 42, mobility 13, etc would give you 624213... and so on.

Now that you have a number for each person you can use that number as the seed to a random number generator that you set up to map to numbers from 0 to M, where M is some number that denotes a rate or a probability.
So for example you could have M be 0.2, which means that the most gifted soldier would have a 0.2 propensity to increase their stat.

So this way you introduce a genetic factor, and you naturally restrict how far one can take this because of the diminishing returns and the difficulty introduced the higher one goes at the particular stat.

As for caps, you do not really need them. What you need is to decide what is an average.
Once you decide that then you are golden. If it is 14 then that does not mean that everyone should be capped there. Again Hussain Bolt is waaaaaaaay above the average. If you have a trooper that ends up with 18, that is fine. It will be a unique phenomenon, an outlier.
What matters is that even with the increase system you end up having values that are different for all, and are all around the average.


This suggestion is not just about mobility but rather for every stat. Obviously you will need to use a different number for each which is eay to do by simply altering the formula (or the concatenation) for each stat. So a gifted person in mobility is not necessarily also gifted at aim but it is possible that someone is gifted at both and so on.
Sinapus Nov 29, 2020 @ 7:25pm 
Did some dashing on a Gatecrasher mission on a new game. Had exactly one mobility increase. Since the cap is 14 in the config files, I'm going to save my SP via RPGO on increasing other stats. I should pick up a point or two here and there.

Though I do wonder: Is it safe to change the ini mid-campaign? Probably won't change it now, but needed to be sure in case I change my mind. (Probably set it to 15 or 16.)
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