General > Discussion
New encumbrance/TU system
H-Hour:
I'm not familiar with the code, but I would guess that getting the "true" hit chance (or very close to it) would be computationally intensive (ie - slow).
Sandro:
Not computationally intensive, but very complex to code. And there are so many parts of engine requiring maintenance ...
GPS51:
Hehe instead of new code can I just send my snipers back to shooting school? ;)
Sarin:
I'll necro this a bit to continue discussion about the system.
I've reached a point in my campaign where I got access to power armor, and balancing loads has become a nightmare. I did a lot of savescumming to get decent soldiers and kept them alive throughout the campaign, so my team is probably the best you can have at this stage, and even the best soldiers are struggling with decent load with power armor. Throughout my team I have soldiers with 40-49 strength, gained over course of almost 50 missions, and even my best assault soldier can carry at most his assault rifle, single reload, couple of grenades, plasma blade and medikit. I know the armor is supposed to be a choice only for some soldiers, but it's virtually unusable except for elite troops with assault rifle. Any heavier weapon is impossible to carry. Heavy weapon soldiers can't even carry a good loadout with nanocomposite armor at this stage. Fielding a second squad seems impossible for me as the new soldiers won't be able to carry a loadout that would give them a chance in combat against enemies with particle weapons and heavy needlers.
So what's your opinion, should the system be refined, or is this okay?
H-Hour:
--- Quote from: Sarin on January 17, 2013, 04:56:22 pm ---Throughout my team I have soldiers with 40-49 strength, gained over course of almost 50 missions
--- End quote ---
Do you mean that you've reached power armour and you've only fought 50 missions total? Or that your top soldiers have fought on about 50 missions (out of a larger total) at this stage?
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