Difference between revisions of "Energy"

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m (→‎Recovery: - clarified this a little)
m (→‎Usage: - copied in info from NKF and Danial's recent postings)
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==Usage==
 
==Usage==
Energy points are used up in the following ways:
+
Energy is used at the rate of TUs/2. So a standard, adjacent tile that takes 4 TUs to enter, will use 2 energy. However, some aliens (sectiods, mutons) use the same amount of energy as TUs (and get exhausted fast!).
* '''2pts''' - Walking 1 adjacent tile
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* '''3pts''' - Walking 1 diagonal tile
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Here are some specifics; multiply by two to get TUs:
* '''4pts''' - Walking over raised ground (eg. hills)
+
 
 +
* '''2 pts''' - Walking 1 adjacent tile (little or no grass)
 +
* '''3 pts''' - Walking 1 diagonal tile (little or no grass)
 +
* '''3 pts''' - Walking 1 adjacent tile (wheat field)
 +
* '''3 pts''' - Crossing broken house wall
 +
* '''4 pts''' - Crossing UFO Door
 +
* '''4 pts''' - Walking up/on Ramp/Hill/Dune (Not the first 'outer edge' of hills and dunes, but the next, higher part. Hills and dunes continue to need 4 even once on the flat top of them.)
 +
* '''5 pts''' - Crossing adjacent broken barn wall
 +
* '''6 pts''' - Crossing house door
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* '''6 pts''' - Using stairs
 +
 
 +
Also: Walking up an Avenger ramp uses 3 per tile, whereas walking down uses 3 from tile 1 to 2, and then 4 from tile 2 to 3!!
  
 
==Fatal Wounds==
 
==Fatal Wounds==

Revision as of 23:54, 15 September 2005

Energy, or stamina, refers to your soldier's abiity to endure intense power walking over several turns. Energy is only spent when a soldier walks. No other action uses energy. More energy and time units are spent depending on the difficulty of the terrain traversed.

Usage

Energy is used at the rate of TUs/2. So a standard, adjacent tile that takes 4 TUs to enter, will use 2 energy. However, some aliens (sectiods, mutons) use the same amount of energy as TUs (and get exhausted fast!).

Here are some specifics; multiply by two to get TUs:

  • 2 pts - Walking 1 adjacent tile (little or no grass)
  • 3 pts - Walking 1 diagonal tile (little or no grass)
  • 3 pts - Walking 1 adjacent tile (wheat field)
  • 3 pts - Crossing broken house wall
  • 4 pts - Crossing UFO Door
  • 4 pts - Walking up/on Ramp/Hill/Dune (Not the first 'outer edge' of hills and dunes, but the next, higher part. Hills and dunes continue to need 4 even once on the flat top of them.)
  • 5 pts - Crossing adjacent broken barn wall
  • 6 pts - Crossing house door
  • 6 pts - Using stairs

Also: Walking up an Avenger ramp uses 3 per tile, whereas walking down uses 3 from tile 1 to 2, and then 4 from tile 2 to 3!!

Fatal Wounds

Each fatal wound to the body reduces the soldier's energy by 10%.

Recovery

A soldier's ability to recover energy is determined by the soldier's base (initial) Time Units. Thus, their raw recruit TU value dictates this throughout their career. You can see initial TUs on the Soldier tab (Strategic view) as the darker part of the TU bar.

Energy can also be recovered by way of stimulants from a Medi-Kit.

Formula:

Energy Recovery* = Base TUs / 3 

*This value is then rounded down to the nearest integer.
Energy Recovery Chart
Time Units Energy Recovery
50 16
51 → 53 17
54 → 56 18
57 → 59 19
60 20

See Also: Time Units, Medi-Kit