Combat System: Difference between revisions
Created page with " Growth potential Growth potential is a mechanic that allow squad leaders to grow their stats overtime Each attribute has an associated action in game that will count as a trigger to a roll to increase the attribute. For instance, damaging an enemy will add a trigger for a weapon skill roll. Each squad leader can only accumulate 15 of these triggers per attribute in each mission. When the mission ends, there will be a roll for each trigger. For each success the at..." |
No edit summary |
||
| Line 1: | Line 1: | ||
Growth potential | '''Growth potential''' | ||
| Line 12: | Line 12: | ||
Each squad leader can only accumulate 15 of these triggers per attribute in each mission. | Each squad leader can only accumulate 15 of these triggers per attribute in each mission. | ||
When the mission ends, there will be a roll for each trigger. For each success the attribute will increase for a certain amount (depending on the attribute). Each | When the mission ends, there will be a roll for each trigger. For each success the attribute will increase for a certain amount (depending on the attribute). Each success will incur a 30% diminishing return over the previous one | ||
Table 1 indicates the actions needed to trigger and the maximum amount per mission. Note that although it is | Table 1 indicates the actions needed to trigger and the maximum amount per mission. Note that although it is theoretically possible to succeed in each of the 15 triggers. The diminishing returns case the gain to reach maximum between 5-10 successes depending on the attribute | ||
The chance to succeed in the trigger is determined by the growth potential and the current attribute value of the squad leader(table 2) | |||
[[File:Growth potential2.png|thumb|none]] | [[File:Growth potential2.png|thumb|none]] | ||
[[File:Growth potential1.png|thumb|none]] | [[File:Growth potential1.png|thumb|none]] | ||
Revision as of 15:00, 16 February 2026
Growth potential
Growth potential is a mechanic that allow squad leaders to grow their stats overtime
Each attribute has an associated action in game that will count as a trigger to a roll to increase the attribute.
For instance, damaging an enemy will add a trigger for a weapon skill roll.
Each squad leader can only accumulate 15 of these triggers per attribute in each mission.
When the mission ends, there will be a roll for each trigger. For each success the attribute will increase for a certain amount (depending on the attribute). Each success will incur a 30% diminishing return over the previous one
Table 1 indicates the actions needed to trigger and the maximum amount per mission. Note that although it is theoretically possible to succeed in each of the 15 triggers. The diminishing returns case the gain to reach maximum between 5-10 successes depending on the attribute
The chance to succeed in the trigger is determined by the growth potential and the current attribute value of the squad leader(table 2)




