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UI Mod - Bigger Perk Tree


Amineri

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Current plan would have the following:

1) Perks can be assigned to multiple classes - yes

2) Up to 3 perks per rank, configurable via DGC.ini - and yes

3) Number of perks per rank also configurable via DGC.ini (down to 0 perks if desired) - :thumbsup:

4) Won't break Training Roulette SW option

5) Will display all perks after Squaddie perk is chosen (nice)

6) Will allow for addition of smoke grenade and battlescanner items - (:awesome:)

7) Allow for additional psi ranks above 4 (4 is Volunteer in Vanilla)

 

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Regarding the expansion of the psi ranks, I'm thinking of possibilities such as adding Mind Merge, Greater Mind Merge, Psi Lance and perhaps other abilities. Also perhaps abilities such as Bloodcall and Intimidate.

 

Also thinking that perhaps MECs could be given psi abilities, but would have a different set possible. In particular MEC psi training would allow them to generate a shield (like how Mechtoids do) when receiving a Mind Merge.

 

Regarding psi - nice ideas (especially regarding MECs, since gene-modded soldiers can get psi on top of their awesome abilities, but MECs get nothing, kinda unfair). Btw, I hope implementing battlescanners and smoke grenades as items would be easier this time :wink: .

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Regarding psi - nice ideas (especially regarding MECs, since gene-modded soldiers can get psi on top of their awesome abilities, but MECs get nothing, kinda unfair). Btw, I hope implementing battlescanners and smoke grenades as items would be easier this time :wink: .

 

 

MECs are already pretty strong but don't necessarily synergize well with psionics. Narratively I imagine the reason that Mectoids get the shield is because they are psionic creatures.

 

I'm kind of trying to plan around a middle ground between:

1) Vanilla EW -- gene-mod soldiers have unlimited access to psionics, allowing crazy super-soldiers

2) Mind vs Matter SW option -- gene-mods and psionics are completely separate

 

Concept would be to create 5 psi ranks to correspond to the 5 gene-mods possible. The sum of psi rank + NumGeneMods can't exceed ... say ... 5. So the Volunteer would have to be non-gene-modded, but it would allow for partial mixtures of psionics and gene-mods. Soldiers that don't test positive for psionics can be gene-modded as much as desired.

 

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About the battlescanners/smoke grenades... I saw the following new config data in the DGC.ini :

PerkWeapons=(ePerk=ePerk_SmokeBomb,eWeapon=eItem_SmokeGrenade)
PerkWeapons=(ePerk=ePerk_BattleScanner,eWeapon=eItem_BattleScanner)

but I'm not totally sure how it works yet. I suspect that it causes a soldier with a perk to be loaded out with an item. However I'm not sure if this is just for pawn display or for actual game effects.

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MECs are already pretty strong but don't necessarily synergize well with psionics. Narratively I imagine the reason that Mectoids get the shield is because they are psionic creatures.

Actually, MECs are not that good (especially on higher difficulties). And about Mectoids: normal Sectoids go in overdrive mode (their biology and implants), when mind-merged, same applies to mechanized version, so shield can be result of both psionic and technological advancements (as Sectoids themselves are not that powerful psionics).

 

I'm kind of trying to plan around a middle ground between:

1) Vanilla EW -- gene-mod soldiers have unlimited access to psionics, allowing crazy super-soldiers

2) Mind vs Matter SW option -- gene-mods and psionics are completely separate

 

Concept would be to create 5 psi ranks to correspond to the 5 gene-mods possible. The sum of psi rank + NumGeneMods can't exceed ... say ... 5. So the Volunteer would have to be non-gene-modded, but it would allow for partial mixtures of psionics and gene-mods. Soldiers that don't test positive for psionics can be gene-modded as much as desired.

That is actually pretty solid concept.

 

About the battlescanners/smoke grenades... I saw the following new config data in the DGC.ini :

PerkWeapons=(ePerk=ePerk_SmokeBomb,eWeapon=eItem_SmokeGrenade)
PerkWeapons=(ePerk=ePerk_BattleScanner,eWeapon=eItem_BattleScanner)

but I'm not totally sure how it works yet. I suspect that it causes a soldier with a perk to be loaded out with an item. However I'm not sure if this is just for pawn display or for actual game effects.

So it looks like some testing needs to be done :wink: .

Edited by Tycus
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Amineri, I am fine with perks appearing only once in the class tree for a class. What is most important is that the perk choices on level up, are as equally valid as possible, and are all hard trade offs with each other.

 

 

A question I have though is how training roulette would combine with long war? If it is enabled would it mean that some of the class abilities are static, and others are random. Or would it make almost all abilities random?

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Amineri, I am fine with perks appearing only once in the class tree for a class. What is most important is that the perk choices on level up, are as equally valid as possible, and are all hard trade offs with each other.

 

 

A question I have though is how training roulette would combine with long war? If it is enabled would it mean that some of the class abilities are static, and others are random. Or would it make almost all abilities random?

 

The mod I'm designing is only intended to increase the possible number of choices at each rank. What perk options there are at each rank are left up to each individual modder/user.

 

Training Roulette works by creating a list of possible "RandomPerks". This is configured in the DGC.ini.

 

For vanilla EW here is the list:

 

 

RandomPerks=ePerk_Aggression
RandomPerks=ePerk_TacticalSense
RandomPerks=ePerk_LightningReflexes
RandomPerks=ePerk_Flush
RandomPerks=ePerk_BringEmOn
RandomPerks=ePerk_CloseCombatSpecialist
RandomPerks=ePerk_ExtraConditioning
RandomPerks=ePerk_Resilience
RandomPerks=ePerk_BulletSwarm
RandomPerks=ePerk_TracerBeams
RandomPerks=ePerk_HEATAmmo
RandomPerks=ePerk_RapidReaction
RandomPerks=ePerk_Grenadier
RandomPerks=ePerk_WillToSurvive
RandomPerks=ePerk_DamnGoodGround
RandomPerks=ePerk_Gunslinger
RandomPerks=ePerk_BattleScanner
RandomPerks=ePerk_Executioner
RandomPerks=ePerk_Opportunist
RandomPerks=ePerk_LowProfile
RandomPerks=ePerk_Sprinter
RandomPerks=ePerk_CoveringFire
RandomPerks=ePerk_FieldMedic
RandomPerks=ePerk_Revive
RandomPerks=ePerk_DeepPockets
RandomPerks=ePerk_Savior
RandomPerks=ePerk_Sentinel
RandomPerks=ePerk_FocusedSuppression

 

 

 

Essentially what the SW option does is allow any perk on this 'random' list to be replaced by any other perk on the random list. Perks not on the list are never randomized, and cannot ever be granted randomly.

 

For example the vanilla EW Sniper has :

  • Headshot at Squaddie
  • Snapshot or Squadsight at Corporal

None of these are in the random list, so with Training Roulette none of these can be replaced. Also no other class can get access to these perks.

 

My current plan is to follow the same design. A couple of specific exceptions may be made (as is the case with vanilla).

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<..>

For vanilla EW here is the list:

 

 

RandomPerks=ePerk_Aggression
RandomPerks=ePerk_TacticalSense
RandomPerks=ePerk_LightningReflexes
RandomPerks=ePerk_Flush
RandomPerks=ePerk_BringEmOn
RandomPerks=ePerk_CloseCombatSpecialist
RandomPerks=ePerk_ExtraConditioning
RandomPerks=ePerk_Resilience
RandomPerks=ePerk_BulletSwarm
RandomPerks=ePerk_TracerBeams
RandomPerks=ePerk_HEATAmmo
RandomPerks=ePerk_RapidReaction
RandomPerks=ePerk_Grenadier
RandomPerks=ePerk_WillToSurvive
RandomPerks=ePerk_DamnGoodGround
RandomPerks=ePerk_Gunslinger
RandomPerks=ePerk_BattleScanner
RandomPerks=ePerk_Executioner
RandomPerks=ePerk_Opportunist
RandomPerks=ePerk_LowProfile
RandomPerks=ePerk_Sprinter
RandomPerks=ePerk_CoveringFire
RandomPerks=ePerk_FieldMedic
RandomPerks=ePerk_Revive
RandomPerks=ePerk_DeepPockets
RandomPerks=ePerk_Savior
RandomPerks=ePerk_Sentinel
RandomPerks=ePerk_FocusedSuppression

 

 

This list should be on FAQ about Second Wave options, and with exception of one minor design oversight (Gunslinger for Heavy, anyone?) is actually pretty fun to play with.

Edited by Tycus
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This list should be on FAQ about Second Wave options, and with exception of one minor design oversight (Gunslinger for Heavy, anyone?) is actually pretty fun to play with.

 

 

For the sake of brevity, I didn't add that there are some specially coded exceptions, one of which is that Gunslinger is not available to Heavy or MEC. Even though currently none of the MEC perks are on the random list, there is nothing preventing MECs from participating in Training Roulette if they had such perks added to their list or if their MEC perks were added to the random list.

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For the sake of brevity, I didn't add that there are some specially coded exceptions, one of which is that Gunslinger is not available to Heavy or MEC.

Oh, ok then.

 

<..>

Even though currently none of the MEC perks are on the random list, there is nothing preventing MECs from participating in Training Roulette if they had such perks added to their list or if their MEC perks were added to the random list.

Well, in theory MEC trooper perks were specifically designed and balanced for MECs, hence the exception. I just did a quick check, and with possible exceptions of Corporal (Automated Threat Assessment and Advanced Fire Control) and Colonel (Absorption Fields and Reactive Targeting Sensors) level ones rest are most likely tied to MECs themselves (such as in animations and effects, similarly to weapon-specific perks).

Edited by Tycus
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  • 3 weeks later...

What do we think of combining Opportunist with Sentinel in 1 perk? (2nd reaction shot at 0 aim penalty & critical hits enabled?) Seems (particularly if combined with Squadsight) that 1st reaction shot is often wasted shooting at same enemy as half the squad.

Does Dense Smoke stack with Combat Drugs? I'll find out in a while i suppose (increased AOE +defense bonus) I find Smoke Grenades at initial AOE not that useful if any Grenade wielding enemies nearby. Too risky clustering squad + shame to spend a couple of perk points to acquire Smoke Grenades & Dense Smoke.

Think i'll have a go at bumping initial AOE of Smoke Grenades to Save On Dense Smoke Perk.

Might see if i can roll Opportunist with Sentinel in 1 perk myself too.

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