PERSONAL SKILLS - skills for the personal skill tree list
having more different types of personal skills could increase the variety of soldiers nicely. with that in mind:
ps. Note Please that all values given are here just for the sake of explanation…not necesearly how i Want It To Be…tyvm X3
pps. when i use the phrase “…or something”, it usually means “i know it can be used for something extra/different as well, but for now this is what came to mind”, just fyi XD
ppps. when a skill says “sniper only” it is meant as the weapon, Not the Class, just fyi
*Weapon Prificiency / Specialization - passive - same as now, allows a soldier to be proficient (acc bonus) or specialized (damage bonus) in a certain weapon. soldiers from specific heavens would have a better chance to know how to wield tech from their faction (a SYN assault with knowledge of crossbows for example…etc…i loled when i got 2 synd soldiers both proficient in the PDV…har, har,…must be the remnants of BB4…still, should be corrected or something X3)
*Matrix Dodge - Will 3 or 4 - a Dash move that automatically attracts enemy overwatch fire. the soldier gains a 25% chance to dodge bullets
*Martial Artist - passive - the soldier makes an automatic counter attack against melee attackers. every counter costs 1 or 2 will, sooo no will no counter
*Jet Tackle - AP/Will as Body Slam, +1 - a body slam using jets…more damage or knock back/down increase…soldier may damage self…maybe…lol
*IAI - Will 2 or 3 (sword technique) - a 1AP-distance-Dash and sword strike (less acc, more damage or something)
*El Kabong - Will 3 or 4 (hammer technique) - similar to IAI, a short dash and a jump&smash
*I, Ninja - Will 3 - throws a shuriken or throving knife at enemy…silent weapon bonus…
*Ora, Ora, Ora!!! - Will 4 (direct fire weapon) - fires a barrage in a cone area. empties half the weapon’s clip (rounded up) and hits everybody (friend and foe) inside said cone AoE
*Deadly Web - Will 5 or 6 (melee weapons only) - attack each adjacent enemy once using currently held melee weapon (works with neuraser)
*Hawk Shot - Will 3 or 4 (snipers only) - soldier must be on higher ground than the target. increased damage, maybe insta-bodypart-disabled…or something
*Pistolero - passive - soldier may hold one pistol in each hand. both pistols must be readied, as in not in backpack
*Former Butcher - passive - soldier gains a melee bonus that makes disabling body parts easier
*Former Army Recon - passive - soldier either gains extra stealth, or increased perception (i know this already is in game, just renaming it)
*Former Army Engineer - passive - knowledge of explosives and such
*Former Army Medic - passive - knowledge of healing / first aid
*Former Army Cook - Will 3 - may throw a piece of food as lure. treat as grenade. deals no damage, but may cause enemies to “waste APs going there to check what’s smelling so”
*Slice ‘n’ Dice - passive - similar to pistols, allows a soldier to use 2 one handed weapons at the same time, same “inventory penalties” apply
*I, Rambo - passive - all weapons such as crossbows and grenades cost 0,5 AP less to use
*I, Swartzy - passive - all heavy / mounted weapons cost 0,5 AP less to use
*I, Conan - passive - all melee weapons cost 0,5 AP less to use
*Everybody Be Cool…!!! - passive - when the soldier bursts through the door and into a room, there’s a good chance at least some enemies will be surprised (loose 2 AP their next turn)
*Former Army Demo Expert - passive - does extra damage against walls and other cover
*Free Runner - passive - remove movement penalties for obstacles no higher than low cover, lower movement penalties for heavy cover, or something
*Sharp Hearing - passive - increased range at which a soldier “hears something” as represented by the marker in deployment missions (works like the helmet module or something)
*Walking Fortress - passive - all armors are treated as having 1 less weight for “max weight” purposes when worn by this soldier
*Walking Tank - passive - accuracy penalties from heavy armors are reduced
…just some input for the personal part of the soldier’s skill tree…more than power, i believe variation is needed…for replayability’s sake as well…
EDIT:
*Quick Shot - Will 2 (Personal Skill Tree) - as, by name, it represents a fast movement (as opposed to slower, Aimed Shots. in UFO, enemy unknown it was called a SNAPSHOT, from which i believe the company has taken it’s name), so it should do something along these lines:
–> reduces the AP cost by 1 for weapons costing 2 or 3 AP to fire, and by 0,5 AP for weapons costing 1 AP to fire, but inflicts a -10% penalty to ACC. the reason is simple…a sniper class with CM and let’s say 12 Will can empty an entire 6 bullets PISTOL clip on Will alone (there were times said soldier accumulated 25 Will from various bonuses…that’s like 2 CLIPS on WILL ALONE…don’t get me wrong, i’m not complaining…it saved my behind quite a few times. it just seems a bit OP-ish)
*Aimed Shot - Will 2 (replaces CM skill) - increases cost by 1 for weapons costing 2 or 3 AP to fire, and by 0,5 AP for weapons costing 1 AP to fire, but increase ACC by 20%
edit 17. 10.
*ManSpider - passive - reduce Will cost to 0 for using “Climbing Tool unit”. also, the “max away distance” becomes 4 per floor level (max 8 tiles away for 3rd floor)
*Former Army Ranger - passive - the soldier gains 1 free movement before the deployment starts. the soldier gains 4 APs that can Only Be Used To Move. no other skill/ability/whatnot may be used in this “extra turn” by this or any other soldier, unless the squad has multiple soldiers with this perk. in that case all soldiers with this perk get the free move and the player may select in which order all those soldiers move.
*"…Been to Hell ‘n’ Back…" - passive - the soldier has been to hell and back…any debilitating mental effect lasts only 1 Turn. additionally X-Ray module usage is increased to 2 Turns, and a 30% Panic Resistance.
*Fast Reloader - passive - reduces reload by 0,5 APs
edit 19. 10.
*Riposte - passive - melee version of “return fire”