Base personnel perks for soldiers
S
SpiteAndMalice
As part of the Q&A on YouTube last night it was mentioned that Base personnel may be coming into the game at a later point in time.
I'd like to suggest a different way of approaching this: How about instead of having dedicated base personnel which amount to nothing more than a number on a spreadsheet, instead the bonuses that could be provided by base personnel are provided via PP soldiers in the form of perks?
The perk system already exists in game, however at the moment it only aids in battlefield operations, it wouldn't be a difficult task to include new perks that might give a bonus to say production, research, building new facilities when a given solider is present at a base.
Doing this would give some interesting choices to players both when recruiting ''Do I recruit the guy who has a return fire perk, or the guy who can make production of XYZ 10% quicker?'' and when selecting perks for level up ''Do I give this guy a return fire perk, or do I give him the production boost first?''
Those solider could have the possibility to be taken on missions, (maybe even linking to mission objectives - ''this mission needs someone who will be able to perform research in the field) and in particular those scientist/engineer soldiers would be able to be actively involved in defending bases that come under attack.
Wormerine
Chimera Squad replaces traditional XCOM staff, with slots into which we assign out spare soldiers. I wonder if PP could benefit from such system. I am not if it would be a good idea to add healing slots, but perhaps we could assign out soldiers to work in the rooms - training, farming, research, manufacture.
M
MindFlow
It would be great, like for example: UFO: Afterlight
"All characters gain experience in their respective classes. For Soldiers, combat missions are the sole method to gain experience and Soldier levels. Technicians gain experience by working on production queues, building structures at the base, building structures on the planet, or participating in missions requiring a Technician. Scientists gain experience by performing research in labs, building structures on the planet, or participating in missions requiring a Scientist.
As a character gains levels, training points accumulate which are used to train the character in various skills, as well as increasing a characters abilities (strength, dexterity, etc.). There are separate skill sets for Soldiers, Scientists, and Technicians, however some of the Science and Technician trainings are useful during combat missions in addition to their respective role in the strategic game. For example, Suit Handling training allows Technicians to build suits faster, as well as repairing damaged suits while in a mission. Scientists can train Medicine, which allows them to research Medicine technologies faster and use healing devices in missions."
Wormerine
That’s... a very interesting concept. I could even see it as a separate skill tree, with no impact to soldiers combat effectiveness - just a special effect as to where we want to drop our soldiers in their time off for them to contribute.
I do like the idea off mixing soldier units with civs and encouraging to take the “weaker” units with you.