Technical support > Bugs in stable version (2.5)

Weight penalties

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H-Hour:
In addition to NocLQ3V7's comments, I would add that adjusting TU cost to move would undermine consistency in the most persistent action in the battlescape. By mid-game, most players will develop an intuitive sense of how far they can get with x TUs, and this smooths out the gameplay considerably. Were we to introduce variable TU costs, a player would constantly have to check the TU cost for every soldier and do the math for every move they make. Since modifying the overall TUs available is effective at producing nearly identical tactical problems, it's worth preserving the clarity of this aspect of the game.

And yes, the question of whether a soldier who has already trained his gun on one area should get a TU bonus for subsequent shots in that area is a separate feature which we don't support at this time.

Anarch Cassius:

--- Quote ---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.
--- End quote ---
Forgive me but that seems like rather bad planning.

Humans were already starting at 15-25 or so, so you don't have a wider range and in either case there's plenty of room to make noticeably higher or low strengths.

So why not just calibrate the weight system to the existing human baseline? Why make it nearly twice as high? Are some races really that much weaker than humans and in need of a range of strength or values.

ShipIt:

--- Quote from: Anarch Cassius on November 08, 2012, 10:24:43 pm ---So why not just calibrate the weight system to the existing human baseline?

--- End quote ---

We choose to do so because with the base formula (1 strength equals 1 kg) it is way more easy for the player. Right now the problem is to get a proper UI implementation to give the player the information he needs.

Of course we could have done different. There is always another way.

Anarch Cassius:
It just seems a bit odd on a couple levels.

For one it's basically broken the old save games. I can finish out my game with an older copy but it's a bit of a shock.

The other matter is one of scale. I would expect the ratings in stats to have some relative meaning. That is to say 1 is about the feablest imaginable and 100 is about the most powerful imaginable within the context of the game.

The new values mean the strongest creature is going to be 2.5 times average human strength, not exactly what I'd expect. It also means Strength is now Human's 'best' stat numerically.

The Amount you can carry based on Strength actually seems like it could be completely convoluted to calculate and not affect people's experience much. The game handles that. The player knows more is better and how much each soldier can carry; the exact kg from str calculation is rarely a matter.

In other words, it seems to be that the Strength value's relationship to Accuracy is something the player is going to be caring far more about than that to Kg. Before a player would look at stats and think "Humans are weak", now they will think "Humans are strong".

Of course to play devil's advocate the real reason you'd want such high Strength numbers is that it gives you finer control of Strength differences. Gains can be more subtle and such.

ko5tik:
I would say that came out of sudden and pretty hard -  my soldiers are not heavy loaded (  sniper rifle - 2 grenades , 2 clips and medpack with nano armour ) and time units went from 30+ to under 20 (so no aimed shot at all, even if there is no movement involved).  Paired with random crashes and freezes it is pretty frustrating.

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