Talk:Skills/strength

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Revision as of 17:44, 12 September 2010 by Mattn (talk | contribs) (moved Talk:Skills/power to Talk:Skills/strength: the skill's name is not power but strength)
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What is this "armor" here? No Heavy Nano Armor for weak soldiers? Cruel... Unless they can wear the hover armor and psi armor... Where would you tag the limits? Only for Heavy Nano Armor, I presume? Then we would have to change description of Heavy Nano Armor so that no exoskeleton is suggested (the powered armor would solve the weight problems --- too cheaply, BTW). And then write it explicitly about heavy armor in the description (but not about Heavy Nano Armor, perhaps, not to spoil players...).

I've change the accuracy penalty to apply to all weapons. At the end of the first paragraph I would add that Power increases the ability to aim steadily while fighting in close quarters, that is doging, hiding, jumping over obstacles, etc. (close weapon skill) "Also close combat conditions require strenght for steady aim when doging, jumping over obstacles, firing from around corners, etc." I'm not a native speaker, sorry. :)

--Bandobras 02:37, 15 July 2006 (CEST)

No, I think all soldiers should be able to wear all armor types (assuming the soldier is developed, and not a green rookie). It's just that soldiers who have evolved into a light support role (pistols, medikits, scanners) can not take much else than their standard equipment in battle. Power for these soldier still goes up, just not as much as for soldiers who are used to carrying heavy weapons (heavy in terms of weight).

--BTAxis 12:53, 15 July 2006 (CEST)

Oh, I see. So all can use every armor, but may become encumbered? Very good. I propose then that only Heavy Nano Armor is very heavy and even the second Hover Armor is much lighter (this one through the servomotors, engines, antigravity or whatever).

--Bandobras 16:27, 15 July 2006 (CEST)