FarflungWanderer Posted February 26, 2018 Share Posted February 26, 2018 Hello, everyone! This is my first post on the forum, but I thought I'd like to start by asking a question to the Goldhawk devs. I've wondered why certain actions cost the TU that they do. I know that how many TU your soldiers have is related to the TU stat, but what is the underlying math behind why firing an MG or throwing a grenade varies from individual to individual? Further, why were those numbers chosen? I'm interested in game design, and would love to someday make something in the vein of Xenonauts, so understanding how and why these decisions are made is certainly important to me. Quote Link to comment Share on other sites More sharing options...
Dranak Posted February 27, 2018 Share Posted February 27, 2018 Non-movement TU costs are a percent of total TUs. They used to all be flat costs, but it created points where you could to things like fire weapons additional times per turn or fire and reload a RPG in the same turn. Quote Link to comment Share on other sites More sharing options...
Chris Posted March 1, 2018 Share Posted March 1, 2018 Yeah, the fire mode for each weapon is a % of your max TU (before it is modified by any weight penalties). This means you can ensure a character can fire a rifle at max accuracy twice per turn if they don't move, irrespective of their TU stat. Units with a higher TU are just able to move / rotate / reload / etc more than an inexperienced soldier rather than having an inherently greater damage output. As Dranak mentions, this is done for balance reasons. If you use flat values then when soldiers level up they end up able to fire weapons far more often than inexperienced soldiers AND they can fire them with much more accuracy, which means their power increases exponentially with experience rather than linearly... which turned out to be too much. Quote Link to comment Share on other sites More sharing options...
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