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Encumberance

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Kamuflaro:
iirc that is exactly how it worked in X-COM, add more items and lose TU at a certain point.
But I liked the running/walking/sneaking system iirc you had stamina which would go down, but moves cost only 1 instead 2 TU. In modern UFO games you even have skills to be able to run in armour.
The issue at hand is that aliens are fast and always will be... So we shouldn't restrict the player too much, just encourage him not to take 2 heavy weapons, combat tri-titanium armour and a backpack full of nades into the fight.
A stamina system and running/sneaking/lying might be of interest at a later point?

kracken:

--- Quote from: eleazar on February 23, 2008, 08:32:16 pm ---You add up the EV of all a soldier's equipment.  If the number is higher than the soldier's strength, the difference is subtracted from his TUs.

But the player shouldn't have to do any math.  Along side the soldier in the equipment screen should be an interactive meter that displays his TUs with the current equipment, compared to his max possible TUs.

--- End quote ---
I like this idea, a lot more than recoil (basically, I don't see the point in recoil: it seems to me that it would just give the player the feeling that the probability to hit and enemy is random). It's simple, easy to understand and to optimize for the player.


--- Quote from: BTAxis on February 19, 2008, 01:24:06 pm ---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.

--- End quote ---
if you remove recoil, strength is not used for firing weapons. I don't feel like this is the most important stats. Speed is a lot more important if it determines how many max UT you can have.

nemchenk:

--- Quote from: eleazar on February 23, 2008, 08:32:16 pm ---I.E. it's not an attempt to achieve greater realism through more number-crunching, but an attempt to expand the strategic options available to a player.
--- End quote ---
That's exactly it! :)

XCOM had a system very similar to what I am proposing -- after a certain amount of gear, you would loose TUs. My "weight" was not a straight KG idea, as for example 20kg of armour is less encumbering than a 20kg suitcase. So, the armour would have a lower "weight", as it is better distributed.

The Encumberance should combine though, not be like the Recoil proposal where if every item is below Strength, there is no Encumberance at all. All the bits and pieces add up, making the soldier slower and slower.

As to how to show the TU drop, a similar system to how wounds are shown would do -- max TU / current TU.

The player can do number-crunching if they want to, but the system is meant to be intuitive and not need any.

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