Difference between revisions of "Talk:Proposals/Obsolete Proposals/Equipment Weights"

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m (Armour)
(Sniper Weapons)
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== Sniper Weapons ==
 
== Sniper Weapons ==
 
I'd like to reduce slightly some of the sniper rifles, even though I know in real life they are pretty heavy. Aside from close specialists, snipers stand to gain the most from the light threshold. It could make the difference between 1 and 2 aimed shots per turn, or just the ability to move and shoot in a single turn. I'd like to see a '''reasonable vet''' able to equip the Sniper Rifle and one reload and still make the light threshold (8-10kg). For this reason, I suggest the Sniper Rifle weigh 7kg. The Bolter can remain heavy. That's a good drawback for the overpowered weapon early in the game and will allow me to scale back the TU penalties for its use. I'd like to see it down around 12kg, though. The player can get it early in the game, so I want a '''rookie''' to be able to wield it without getting encumbered. A bolter plus a reload at the current proposed settings (at time of writing) is 15.4kg (unless game counts the ammo in the gun, which would take it to 17.1kg). The coilgun should sit somewhere in between, maybe 9-10kg. --[[User:H-hour|H-hour]] 13:04, 28 September 2012 (SAST)
 
I'd like to reduce slightly some of the sniper rifles, even though I know in real life they are pretty heavy. Aside from close specialists, snipers stand to gain the most from the light threshold. It could make the difference between 1 and 2 aimed shots per turn, or just the ability to move and shoot in a single turn. I'd like to see a '''reasonable vet''' able to equip the Sniper Rifle and one reload and still make the light threshold (8-10kg). For this reason, I suggest the Sniper Rifle weigh 7kg. The Bolter can remain heavy. That's a good drawback for the overpowered weapon early in the game and will allow me to scale back the TU penalties for its use. I'd like to see it down around 12kg, though. The player can get it early in the game, so I want a '''rookie''' to be able to wield it without getting encumbered. A bolter plus a reload at the current proposed settings (at time of writing) is 15.4kg (unless game counts the ammo in the gun, which would take it to 17.1kg). The coilgun should sit somewhere in between, maybe 9-10kg. --[[User:H-hour|H-hour]] 13:04, 28 September 2012 (SAST)
 +
: This raises a question: should the game count the ammo in the gun? I've started work assuming that should be the case, but what others think?
 +
: --[[User:DarkRain|DarkRain]] 16:44, 30 September 2012 (SAST)

Revision as of 14:44, 30 September 2012

DEFINITIONS

rookie: a soldier who has between 30-40 strength points, with an encumbered threshold between 15-20kg and a light threshold at 6-8kg.

reasonable vet: a soldier who has gained 5-15 strength points, likely between 40-50 strength points, with an encumbered threshold between 20-25kg and a light threshold at 8-10kg.

strongest vet: a soldier who is exceptional at strength. 60 strenght points, encumbered threshold at 30kgs, light threshold at 12kgs. The player may only have a few of these in an entire game.

Armour

I would suggest differentiating the weights a bit more. Ideally, I'd like a reasonable vet to be able to wear the light armour, a small sidearm and still get the speed boost (under 9-10kgs). If we budget 3kgs for a weapon, that means the light armour should be about 7kgs. Maybe not very realistic, but it works for the game. 12kgs seems about right for the nano armour. It would allow a reasonable vet to equip 8-13kgs of other weaponry but put a strain on weak rookies, giving them only 3kg of weaponry space. Power armour could be heavier, maybe 15kgs. It should require a reasonable vet to be used unencumbered and a strongest vet to be used with heavier weaponry. --H-hour 12:51, 28 September 2012 (SAST)

For light armour we are talking synthetic spider web, so I don't think realism problems should arise form reducing the weight; you know about game balance better than me, so I will trust your judgment in this matters.
--DarkRain 16:40, 30 September 2012 (SAST)

Sniper Weapons

I'd like to reduce slightly some of the sniper rifles, even though I know in real life they are pretty heavy. Aside from close specialists, snipers stand to gain the most from the light threshold. It could make the difference between 1 and 2 aimed shots per turn, or just the ability to move and shoot in a single turn. I'd like to see a reasonable vet able to equip the Sniper Rifle and one reload and still make the light threshold (8-10kg). For this reason, I suggest the Sniper Rifle weigh 7kg. The Bolter can remain heavy. That's a good drawback for the overpowered weapon early in the game and will allow me to scale back the TU penalties for its use. I'd like to see it down around 12kg, though. The player can get it early in the game, so I want a rookie to be able to wield it without getting encumbered. A bolter plus a reload at the current proposed settings (at time of writing) is 15.4kg (unless game counts the ammo in the gun, which would take it to 17.1kg). The coilgun should sit somewhere in between, maybe 9-10kg. --H-hour 13:04, 28 September 2012 (SAST)

This raises a question: should the game count the ammo in the gun? I've started work assuming that should be the case, but what others think?
--DarkRain 16:44, 30 September 2012 (SAST)