Technical support > Bugs in stable version (2.5)

Weight penalties

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NocLQ3V7:
I did compile new version from source few hours ago and noticed that there are now weights reported on inventory screen, also my soldiers have only around 16TU's while before they had nearly 30.

If I understand correctly weight penalties have been implemented, at least can't remember seeing weights before this in my short trip to UFO:AI world.

One of my soldier has 16.7kg/25kg load and it shows up as red which probably means weight penalties being in effect.

Soldier has following equipments:
Laser rifle
2x DF-L cartridges
Frag. grenade
Flashbang
Medikit

Soldier has also Nano armor.

With bit of testing I found out that it is not possible to wear nano armor without weight penalty which in practice means that can't use medikit at all because only 16TU's is maximum.

Probably balancing of feature is still under way as feature is very new one?

Thought to let you know about what I found out, but might be planned?

What I think is that maybe there is bug making weight penalty so early before reaching that 25kg, but as I'm so new I can only guess and be probably wrong in many aspect, don't hit the face :)

H-Hour:
Yes, it looks like DarkRain added the weight penalty last night. Balancing still in the works.

ShipIt:
The new weight system effects savegames in a unfavorable way. The strength of soldiers is just too low. For new games the starting strenght value is increased to 30 - 39.

A soldier can carry up to half his strength value in kg without getting a penalty.

DexCisco:
Shouldn't a weight penalty just increase movement TU cost rather than reducing overall TUs available?  I suppose that might not provide enough room for fine tuning, unless the base TUs were increased or fractional TUs were used.  I'm just thinking for example about someone with a heavy MG.  They are slow to get into position, but once there they can fire normally.  The time to shoot shouldn't change but the time to move should and the total time available to a unit should be fairly consistent.

NocLQ3V7:

--- Quote from: DexCisco on November 08, 2012, 04:01:54 pm ---Shouldn't a weight penalty just increase movement TU cost rather than reducing overall TUs available?  I suppose that might not provide enough room for fine tuning, unless the base TUs were increased or fractional TUs were used.  I'm just thinking for example about someone with a heavy MG.  They are slow to get into position, but once there they can fire normally.  The time to shoot shouldn't change but the time to move should and the total time available to a unit should be fairly consistent.

--- End quote ---

But if one swings that MG 90 degrees or even 60 degrees to right, guy with pistol still can do it faster, also if walking with the MG and one need to shoot all of sudden, it will take longer to make first shot with MG than with pistol.

Also everything you carry increases your inertia, making movements indeed slower.

I think reducing available TUs can work just fine as it really reduces events you can do for given time, which is what slower movements will do, must test with new game, good to know that it renders savegames bit useless.

If one has gun trained to target already, there lower TU usage to shoot might be of course something to look into, or maybe there already is such, but I haven't just found that?

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