Talk:Encumbrance (Apocalypse)

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Here are a few spanners to throw into the works. Items will have varying weights. Two 1 tile items do not necessarily equate to a single heavy launcher rocket, for example. So the inventory items may have their own respective weights to consider.

I'm not entirely sure, but the quantity of the item may also affect the item's weight. The only example I can think of off the top of my head is in an artificial scenario. For example, if you were to merge several clips into one (drag a clip onto an identical clip), the composite clip will retain the weight of all the clips that were merged together. The empty clip won't weigh a thing, whether or not it's dropped or destroyed by loading it into a weapon.

It may just be the same as it is in UFO and TFTD, with a few variations in the equation at the end. That is by totalling up the item weights, pit it against strenth and apply the excess percentage to the unit's speed/TUs. It's possible that item weights will often outstrip your unit strength in Apocalypse, which is why encumberance is always evident in Apocalypse compared to UFO/TFTD.

- NKF

Unfortunately, the regression testing I've been doing indicates the Stun Grapple (weight 6, 6 squares) works in the given formula with an encumbrance of 6*6 i.e. 36. Rifle and Autocannon use their given weight, though. It does give an added use for Marsec armor (a full suit of Marsec is 36, a full suit of Megapol is 55...the lesser weight can be very useful in its own right).
Also, it's very clear that encumbrance kicks in immediately, well before 1xSTR is reached. Weight 15 (six grenades and a medikit) is enough. I just wish the speed display actually gave as much information at-base as in the battlescape, otherwise I wouldn't have to reverse-engineer this to play decently. - Zaimoni, 18:21 CDT June 5 2007