General > Discussion
Encumberance
nemchenk:
I gather that the dev team is not keen on the XCOM way of dealing with encumbrance. Instead, a flat TU penalty for the various kinds of armour is proposed. Is there any more information on this? I would very much appreciate a pointer.
Would the dev consider a patch that implements the following solution:
* Every armour has a TU "Encumbrance penalty". This is set to a value for those campaigns that want to use it, or 0 by default.
* In addition, every item also has a "Weight", which defaults to 0. The added weights of an actor's equipment are compared to his Strength, with a TU penalty applied for carrying too much gear. Something simple like ( AvailableTUs + Strength - TotalWeight) would work for me.
This modification would let both systems co-exist. What do you think?
Edit: typo :)
BTAxis:
I see no reason why it wouldn't work. My gripe with "classic" encumbrance is that strength is already (planned to be) used for a lot of other stuff. People want it to affect melee damage, recoil and throwing range, and probably some other stuff that I've missed. If strength also starts heavily influencing what equipment you can take on a mission, then strength becomes THE most important stat in the game, and I don't like that.
nemchenk:
Fair enough. I can see how Strength could become the uber-stat. Some tuning would need to be done to address this.
If you don't want it to appear in the official UFO:AI campaign, though, just set it to 0. EDIT: or not define it at all! No extra work for the UFO:AI team. Would that not work for you?
Neko:
Is there a way to find out how each skill works right now? The wiki seems to give the intended purpose, but how can one see the current status of the game without going through all the source code or reading all of the forum?
nemchenk:
Neko, ask someone who has done it! ;) I am only planning to...
I think there is also a slight variance between "attributes" and "skills".
Attributes:
Strength - my proposal would have it govern Encumberance, recoil, hand-to-hand damage, and thrown range
Speed - I would say have it govern Reaction Fire (both your and the enemy's), and movement/actions
Accuracy - well... accuracy :P
Mind - Learning, Morale, Promotion (skullduggery! :D ), use of non-Accuracy items.
I don't think Strength is uber in this kind of list. Speed is very important, as is Mind. Accuracy I could use some help with... :-\
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