Rookies: How do you treat them?


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#21 AcidBoot

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Posted 05 October 2002 - 02:39 PM

One of the guys... generally...

On the other hand though, on easy missions I get the rookies to make the intial breach of the UFO so that they can squaddie-up. On harder missions I tend to use them for "utility" purposes, like using motion detectors, using flares, and whipping out the med kit action. Even on hard missions though, they still have to pull thier weight when the undigested matter hits the wind propulsor.

On occasion I have used them to draw fire. That is to say that good ol' Sarge ran out of TUs in front of a bug-eye, but Cleatus is there to come to the rescue by moving out in front and taking a hit for the Sarge. This is a matter of expendable vs valuable.

I have also given them "Little Billy" missions. This is where they go off on thier own to locate the alien with the blaster launcher so that someone else can make a pre-emptive strike with his own launcher.
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#22 The Demi-Godly One

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Posted 12 October 2002 - 04:11 PM

I do "one of the guys." Because their rank dosn't matter to me and deaths are very uncommon because I play defensivly.
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#23 Asmodai

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Posted 12 October 2002 - 04:17 PM

Lol I'm the only one for Bootcamp.  I usually put n00bs with stronger squads so they stay alive to get better.
All the other times the aliens use their psychic powers to cut me into bite-sized pieces. The best is when the person you trust most turns around and shoots your Commander from 150 feet away inside smoke in the back of the head with his eyes closed. - Snikers

#24 Solfius

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Posted 13 October 2002 - 11:49 AM

actually now all my men have power armour i use one of the guys, mainly because if 1 dies i need to make more power armour to equip the replacement

#25 Snikers

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Posted 14 October 2002 - 12:28 AM

The Veteran, on Sep 27 2002, 07:33 PM, said:

One of the guys definitely. You can't treat them like dirt and then expect them to come through for you when you really need them can you...
You can't expect a rookie to come through for you in any situation!
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#26 Jh316

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Posted 14 October 2002 - 03:34 AM

I pretty much stick them with laser weapons and light armor and send them up as scouts, that way if they go berserk or get MC'ed, they won't be able to hurt my men much. If they live and make a few kills, good for them, they get actual protection and a weapon that does something.

#27 Solfius

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Posted 14 October 2002 - 03:30 PM

theres nothing wrong with lasers!! I only use laser rifles and have no problems what-so-ever!

#28 Jh316

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Posted 17 October 2002 - 01:36 AM

Well, yes, but I mean the pistols. Never had much success with them, but I always keep a couple laying around for Rookies that havn't undergone Psi-evaluation yet, or have low Bravery.

#29 Solfius

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Posted 17 October 2002 - 06:17 PM

Ah i see now

#30 The Veteran

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Posted 17 October 2002 - 06:27 PM

Snikers don't be a biggot...
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#31 usmarox

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Posted 18 October 2002 - 11:21 PM

I treat them like pieces of meat......and then, if they're hard enough to survive fighting naked with a handgun, then they'll be taken seriously.

(As an aside, one of my friends does it like this too.  There was one guy called Jungo Tanida who survived, made it to Colonel and went to Cydonia.  Welcom to the wonderful Darwinian world of combat selection =).


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#32 NCC-1701-F

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Posted 19 October 2002 - 12:55 AM

hey, i had the same guy, he was sacked though, great soldier, but no psi strangth, can't use a fighting man when he shoots you

#33 Asmodai

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Posted 19 October 2002 - 04:53 AM

w00t! Another bootcamp vote!  The way I see it, n00bs aren't nearly as valuable as the xperienced agents, but nontheless, they are needed to replace and strengthen your force.  Using n00bs as cannon fodder is fine to protect your xperienced agents, but how do you get more of those xperienced agent? Simply by keeping n00bs alive!
All the other times the aliens use their psychic powers to cut me into bite-sized pieces. The best is when the person you trust most turns around and shoots your Commander from 150 feet away inside smoke in the back of the head with his eyes closed. - Snikers

#34 iggy

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Posted 19 October 2002 - 06:39 AM

I put the rooks in psionic training and see who does the best in it. The awesome psykers or shooters(before I touch them) become part of the 'active' team that actually 'perform' the missions.

#35 Orac

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Posted 28 October 2002 - 05:38 AM

I tend to treat my rookies as one of the guys.  Once my soldiers get to be captain or higher though, I tend to use them more as rear echelon troops.  I pretty much send all my rookies, squaddies, and sergeants out together.  However, if I see a situation where risk is high (like entering a UFO door), I tend to send in the rookies first.  I figure it's a good chance for them to get some good experience (though I'll generally try to back them with a more experienced soldier if possible).  If they live they get to shoot up alot of aliens, if they die, well then I guess they're a hero.  

That no pain no gain aspect is what it's all about.  Losing rookies is a smaller loss and by giving them the riskier roles they catch up to the rest of the squad faster.  It's those risky situations they get the opportunity for many kills which brings them up in stats faster.  To me, it seems inevadable the rookies get the riskier roles since you're going to take casualties one way or the other sooner or later.  Pushing the rookies hard helps them become better replacements faster, and/or suffer less set backs in the campagn.  War is hell.

LOL, it feels like I'm almost trying to justify my command decisions to myself. :angel:

I'd hate to be a general in real life.

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#36 Asmodai

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Posted 28 October 2002 - 08:31 PM

Rookies are crap.  That's why in the beginning of the game u lose half ur squad every mission till u get armor.
All the other times the aliens use their psychic powers to cut me into bite-sized pieces. The best is when the person you trust most turns around and shoots your Commander from 150 feet away inside smoke in the back of the head with his eyes closed. - Snikers

#37 BioHazard

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Posted 15 January 2003 - 06:21 PM

I usually lose 1 or 2 agents in the field (flying armor, 1 blasta launcher soldier, best tank and heavy plasmas) and the new guys on the squad are simply chosen from the top down. I did have a situation once, my top team was gone and those anoying ethereals decided to come along, stupid gits, even a laser rifle in the chest ends their miserable life.

#38 Fox

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Posted 15 January 2003 - 11:47 PM

I tend to have a million rookies all the time, because you need a ton of guys to get others up in rank.

The only way I treat them differently is armor distribution.  I maintain this rule at all times:

Rookie - No armor
Squaddie - No armor/Personal Armor
Sergeant - Personal Armor
Captain - Power Suit
Colonel- Power Suit/Flying Suit
Commander - Flying Suit

Towards the end of the game I typically have around 500 soldiers, so it's easy to have 13 Colonels, 1 Commander in addition to 3 Hovertank Plasmas and 1 Hovertank/Fusion all in flying suits for Cydonia.
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#39 Fullborg

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Posted 14 April 2003 - 03:55 AM

I tend to follow the bootcamp approach mixed with one of the guys.

To train rookies up, since I have adapted my tactics to an 8 man squad, supported with 0-2 HWPs. To smaller UFO crashes or recoveries, I send 1 vet, 7 newbies.  To the medium stuff, gain a vet, lose the noob. And so on...

In landed battleship assaults (my personal favourite), two screened rookies, similarly equipped to the 6 vets, are sent in to break stuff.

By screened, I mean:
Firing Acc > 50
Bravery >= 50
Psi Strength >=50
Strength > 40
Reactions > 50

Usually, out of every hundred rookies I hire, ten pass all the requirements bar psi strength, and only about two or three out of those 10 pass the psi strength requirement.

Of course, by the time I have psi labs and the requirement for such good rookies, XCOM Ltd has long since been turning a 7 digit monthly profit.

Earlier in the game, I screen all rookies to the following standards:
FA > 50
Bravery >=50
Strength > 30
Reactions > 40

#40 Munkeylord

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Posted 14 April 2003 - 06:33 AM

shit, anybody that can carry a damn weapon and run from cover to cover is just as equal as the commander next to him. rank or skill has no meaning over combat tactics. fire and cover, leap frog, whatever gets the "group" from one end of the field to the other with minimal casualties is all that matters. rank or not.




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