Difference between revisions of "Health"

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m (→‎Overview: Thanks for the overviews, NKF - I tightened up the text a little)
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=Overview=  
 
=Overview=  
Health, in a nutshell, tells you how much damage can be taken before your soldier is killed or how much the soldier can endure from paralysing attacks. This, admittingly, isn't much considering the scope of damage that most alien weapons can deal.  
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Health, in a nutshell, tells you how much damage can be taken before your soldier is killed or how much the soldier can endure from paralysing attacks. This, admittedy, isn't much considering the scope of damage that alien weapons can deal.  
  
Health also plays a major role in controlling how effective a number of your primary stats are. Mainly [[Firing Accuracy]] and [[Throwing Accuracy]]. Simply put, your health dictates how effective you are with your firing and throwing skills. If you only had 25% of your health remaining, then you can only use 25% of your firing and throwing accuracies. If you had 50%, you can only use 50% of your combat skills. If you are at 100%, you make full use of them. Note that this does not take into consideration the skill penalties provided by fatal wounds.
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Health also plays a major role in controlling how effective a number of your [Experience#How_Experience_Points_Are_Applied]]primary stats]] are, in particular, [[Firing Accuracy]] and [[Throwing Accuracy]]. Simply put, your health dictates your firing and throwing skills. If you only have 25% health left, you can only use 25% of firing and throwing skill. If you have 50%, you can use 50%. If you are at 100%, you make full use of them. Note that this does not take into consideration skill penalties due to fatal wounds.
  
 
==Starting Values==
 
==Starting Values==

Revision as of 03:03, 28 January 2006

Overview

Health, in a nutshell, tells you how much damage can be taken before your soldier is killed or how much the soldier can endure from paralysing attacks. This, admittedy, isn't much considering the scope of damage that alien weapons can deal.

Health also plays a major role in controlling how effective a number of your [Experience#How_Experience_Points_Are_Applied]]primary stats]] are, in particular, Firing Accuracy and Throwing Accuracy. Simply put, your health dictates your firing and throwing skills. If you only have 25% health left, you can only use 25% of firing and throwing skill. If you have 50%, you can use 50%. If you are at 100%, you make full use of them. Note that this does not take into consideration skill penalties due to fatal wounds.

Starting Values

New recruits will always begin with a value between 25 and 40.

Improvement

Health points are awarded (at end of mission) any time you perform at least one primary action. Just one action is enough - additional ones do not cause more Health points to be awarded.

The possible points earned are dependent on your current Health level (disregarding wounds). At recruit minimum (25 Health), an average of 3.8 points are earned. This slopes evenly down to where, at cap minus one (59), an average of 1.0 points are earned (range 0-2).

Maximum Caps

A soldier's Health is capped at 60. It is possible to 'overflow' the cap by one point on the last combat when you reach it. On average, you have a 25% chance of getting capped at 61 instead of 60. Once at 60+, all Health improvements cease.

Loss of Health

Injuries during a combat mission can have dire consequences. To avoid repetition, consult these topics:

See Also