Technical support > Bugs in stable version (2.5)

Weight penalties

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DexCisco:
I agree that strike troops delivered by dropship don't have to carry nearly what field deployed troops have to to live.  I think the real game changer here is armor.  It's all well and good to say that fighting weight is 16.7 kg, but when Power Armor weighs 15 kg, you're talking about your ideal weight being almost completely taken up by armor alone.  Real soldiers and SWAT troops don't run around in 7-15 kg of full body armor.  Bomb techs might, but not SWAT troopers.  Probably because they aren't dealing with aliens with plasma rifles.  The analogy starts to break down there.

Regardless of what real soldiers can and can't do, the question that needs to be answered is, what should a rookie be able to carry into battle without penalty, and how experienced does one have to be before more can be carried?  Is it ever going to be possible to wear Power Armor and carry an MG and be able to fire full auto (25 TU)?

I'm all for a more graduated scale of bonuses/penalties, like <20% weight = +20% TU, <30% weight = +10% TUs, >50% weight = -20%TUs, > 70% weight = -40% TUs.  Losing 1/3 of your TUs at the magic 50% number now is a little binary.

If the idea is that not everyone should necessarily have a medkit, I'm also all for a heavier version of the medkit that does a much better job of fixing wounds and healing, and perhaps making the existing medkit have 2-3 uses instead of 5 and remove the drugs.

DexCisco:

--- Quote from: Anarch Cassius on November 13, 2012, 12:41:33 am ---Now I was looking at military carry load documentation: http://thedonovan.com/archives/modernwarriorload/ModernWarriorsCombatLoadReport.pdf

--- End quote ---

Note that this doc lists a fighting weight of about 30kg, marching weights around 40kg, and emergency loads exceeding 50kg.  Assuming a fighting soldier is well equipped without being too encumbered, that would assume a strength of 60 under the current system.  Drop the rations, extra clothes, maps, canteens, etc. and put that into body armor and you're there.

H-Hour:
@Anarch Cassius: I believe strength will max out at 75. I expect a reasonable veteran to have 45-50 strength values and strong late-game vets to be upwards of 60 strength, but because we've recently adjusted the number of UFOs in a typical campaign this may not be reached just yet.

@DexCisco: Body armour is around 7-9kg. Power Armour is, of course, a special case -- an entirely enclosed suit -- and it will require strong soldiers to wear effectively. Note that I've earmarked Nanoarmour to be reduced to around 9kg, so it's available to rookies who will need some protection in the late-game.

And again, the document you referenced is talking about loads for dismounted operations in Afghanistan -- lengthy patrols. Even the Fighting Load you mention is not their bare Combat Load (read page 7).

Telok:
I've just started discarding recruits with Str<35 straight to garrison duty.

Amazingly the EM rifle got worse with this, I didn't think that was possible. It weighs 12kg, plus 1.2 or some such for each clip. At 0.6 kilo per shot and it's only real fire mode being 24 TU... I think this weapon's niche is "shooting through walls at point blank range."

DexCisco:
Another way of dealing with the weight penalty is to make it a linear function rather than a flat rate.  e.g.  -2% TUs for every % over 50% weight capacity.  So at 60% weight (10% over), you would lose 20% of your TUs, at 80% (30% over) you lose 60% of your TUs, at 100% capacity you have no TUs left.  It eases into the expected result of 100% weight immobilizing you and allows for some finer tuning.  The same could be done for a bonus below a certain weight.  Maybe something logarithmic would be more "realistic", but linear is easy to explain and figure out in your head.

Of course, being able to see the actual TU value on the equip soldiers screen as a progress bar like it does in combat would be ideal, with the bonus shown as extra TUs on the end of the bar or the penalty as a red overlay cancelling out TUs.  Visual is good.

I'm sure you guys will make it work.

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