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Is there any guide out there that tells me how to make sense of the equipment/stats/etc. of my men? I'm not entirely sure how the game does ranking and leveling up, and the manual is worthless as it's just a list of equipment and enemies, which means nothing to me since the game already lists most of these things on the loadout screen anyway.

Can I gain back equipment points by giving someone a worse weapon? Is there a way to list what armor someone has or do I have to eyeball it? What do the green and red dots on their technical/medical/weapon skills mean when I select a weapon for them? Can they improve these skills, and if so, how?

Somebody enlighten me because the game's documentation certainly won't tell me.
This question / problem has been solved by Yakuzathugimage
Can I gain back equipment points by giving someone a worse weapon?

No, every time you purchase a weapon, even if it's a light combat gun, the equipment points for that gun will be subtracted from your total. I can also add that Time is running out has *a lot* of equipment point chests that you will find throughout the levels, which will give you a large amount of breathing room if you wish to constantly change your load-out. This is *not* the case for the wilderness missions, equipment points are a rare and valuable resource here!

Is there a way to list what armor someone has or do I have to eyeball it?

You have to eyeball it. A character's armor is indicated by the yellow bars in front and behind the 'doll' of the soldier in the status screen (indicating front and rear armor respectively). Typically Heavy armor (lots of bars front and rear) and attack armor (lots of bars front) are easy to identify, but I think the difference between light and standard armor is only a single bar.

What do the green and red dots on their technical/medical/weapon skills mean when I select a weapon for them? Can they improve these skills, and if so, how?

The green dots is the current level of that skill that the soldier is at. The red dots are the additional skill points required to equip the currently selected item.
When you buy that new item, your soldier automatically trains up his skills to meet the red dot requirement, removing the same number of skill points from his pool (increased as he levels up).
So in essence, the equipment you buy for your soldiers dictates their skills, and hence their specialty, and reduces the skill cost of subsequent purchases that share those skills.

For example, purchasing an advanced combat gun will train your light weapons skills up to 1. This means that it will cost fewer skill points in the future to purchase an assault rifle, or a double fire, which also require the light weapons skill.

Hopefully I explained this okay, I used to play this game a lot, and I know how unhelpful the manual is. If you have any other questions, just ask ;)
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Thompsons: snip
Maybe this does also help:

http://www.fadden.com/techmisc/incubation/
Thanks you two, your explanation and link were both a huge help here. So far, I've been able to make a lot more progress, and the only problem I have now is just dealing with those dumb artillery aliens (Cy'coos or whatever they're called).
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Thompsons: Thanks you two, your explanation and link were both a huge help here. So far, I've been able to make a lot more progress, and the only problem I have now is just dealing with those dumb artillery aliens (Cy'coos or whatever they're called).
Are those the ones that you have to wait for them to fire and use reaction fire to kill them? I seem to recall a sniper rifle being useful for that. Been ages, though.
It's also been awhile since I've played

But I know for *sure* that there is a delay on their aiming. As long as you move *every* marine at least one space (that wasn't inhabited by a marine on the current turn) that the alien will miss every time

Someone also told me that they always target the marine that is furthest away from them as well, but I haven't had a chance to test this myself.

And like zebber said, you need to kill them via defensive mode. Good luck ;)
Yeah, you pretty much have to use the sniper rifle on them. Thankfully, a marine that defends is smart enough to prioritize them provided they're in range.

Honestly, I'm kinda having trouble getting into this game even with your guys' help. And I really do appreciate it, but this game feels like a more linear and puzzle-y X-Com: there are a lot of similarities, but some of the changes are really annoying. One thing in particular that bothers me is how the game handles panicking. In X-Com, it made sense because if a bunch of dudes are dying, people start going berserk and dropping their weapons. In Incubation, they panic if like an alien swipes at them for zero damage three times in a row, at which point they flip out and can only crawl at one AP per turn until they rest. It's a really dumb mechanic and I wish there was a way to edit it out.
Yeah, honestly I absolute love this game, but I know that's mainly due to nostalgia (honestly, I don't think GoG would do as well if it weren't for nostalgia!) I can see that x-com is a technically better game, and incubation itself is a lot simpler, and pretty flawed in certain aspects.

One thing I think is objectively good however is the gritty art design, the city of scay-hallwa (kind of a blend of gothic architecture and industrial tech) and the music, which all adds up to awesome atmosphere (at least for me)
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Thompsons: , they panic if like an alien swipes at them for zero damage three times in a row,
I don't remember well: They panic when they have low remaining HPs. When they are inexperienced low level, their full life is already low...
Well actually their morale (the little number coming out of the doll's chest, ie the heartbeat) is tied to their maximum hp.

All this means is, if they are hit multiple times in quick succession (only two or three times at low levels) their morale will diminish to zero and they become panicked. However, that same marine could be battered throughout the level, with hits interspersed with periods where he is untouched, and still be of sound mind even if he only has 1 hp.

This is because your morale 'regenerates' every turn, much like the way overheating on the guns works.

Just look at the little number coming out of the chest, that'll tell you everything ;)
And that's yet another thing the game doesn't frigging tell you. It's like they're just expecting you to figure these things out intuitively, which is really wrong when you have a game this difficult.
The trick with Incubation is some kind of future thinking and going back in time to the present moment.

Incubation is quite an easy game if you follow this rule. For example, there are 2 items which having them your team is invincible and you can finish missions like breathing, they're the Jetpack and the Laser Gun.

You only need to count the needed points to use these items and during normal missions, buy items that share their requeriments. So at first don't waste points on light guns and just buy advanced combat gun, standard armor, medikit, servos, maybe ammopack and light drugs. Stick with this until you can acces flame and mine thrower.

With all this you can finish missions easily, and earn lots of experience thanks to the unlimited amount of attacks you can do with the knifes of the advanced combat guns.

Once you get Jetpacks and Laser Guns will be like heaven.

Willderness missions are much more harder but the principle of future thinking is the same.