Difference between revisions of "Time Units"

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Time units (TUs) are one of several vital resources available to [[X-COM]] Soldiers.  
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= Time Units=
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Time units or TUs are one of several vital resources available to [[X-COM]] Soldiers.<br>
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<br>
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A single [[game turn]] is an unspecified amount of time. There has been many arguments as to what duration of time this could be, but no one can agree on any given figure. It could be a minute, it could be 5 seconds. In any case, a [[game turn]] is merely the duration in which actions are taken by each side.<br>
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<br>
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The Time Unit is a fraction of this time. If a soldier has a maximum of 64 Time Units, then each TU is worth 1/64th of a turn. A soldier with 80 TUs uses 1/80th of the turn for every TU spent. This means that Time Units are synonymous with ''speed''.<br>
  
A single [[game turn]] is an unspecified amount of time. There has been many arguments as to what duration of time this could be, but no one can agree on any given figure. It could be a minute, it could be 5 seconds. In any case, a [[game turn]] is merely the duration in which actions are taken by each side.  
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==Time Unit Expenditure==
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Time Units are spent in two ways. In fixed amounts and in percentages.<br>
  
The Time Unit is a fraction of this time. If a soldier has a maximum of 64 Time Units, then each TU is worth 1/64th of a turn. A soldier with 80 TUs uses 1/80th of the turn for every TU spent. This means that Time Units are synonymous with ''speed''.
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===Fixed Costs===
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Actions such as walking, turning, moving equipment around, reloading weapons, using medicine and a variety of other actions all cost the same amount of TUs no matter the soldier. Soldiers with high TUs benefit the most from fixed TU actions more than soldiers with low TUs. Scouts benefit from high TUs the most. Dedicated medics and psi troopers can also benefit from high TUs<br>
  
Note that TUs are spent in two ways. In fixed amounts and in percentages.
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===Percentage Costs===
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Actions that cost a percentage, such as firing a gun or priming a grenade, will always take a percentage of the soldier's overall Time Units to perform. This means that the amount of TUs has no bearing on how many times the action can be performed during any given turn. For example, if a weapon costs 25% to fire, it can only be fired a maximum of 4 times a turn, for every soldier, regardless of the maximum amount of TUs. It it recommended that low-TU soldiers are given long range support fire roles.<br>
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<br>
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'''Note''': Costs are based on the maximum amount of your soldier's TUs. Not the current amount. Therefore, if your current amount is under the maximum, or above the maximum (brought on by going [[berzerk]]), percentage costs will remain the same. <br>
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<br>
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'''Note''': Due to integer rounding, some TU values will allow certain weapons to be fired more than usual. For example, a solder firing a heavy plasma with auto-fire (35% TUs) will get 3 rounds at some TU values but not others.  
  
Actions such as walking, turning, moving equipment around, reloading weapons, using medicine and a variety of other actions all cost the same amount of TUs no matter the soldier. Soldiers with high TUs benefit the most from fixed TU actions more than soldiers with low TUs. Make these your scouts.
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==Encumberance==
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Heavy encumbrance will lower a soldiers available TUs at the start of the next turn, but will not change the firing cost <br>
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<br>
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Encumberance formula to come.
  
Actions that cost a percentage, such as firing a gun or priming a grenade, will always take a percentage of the soldier's overall Time Units to perform. This means that the amount of TUs has no bearing on how many times the action can be performed during any given turn. For example, if a weapon costs 25% to fire, it can only be fired a maximum of 4 times a turn, for every soldier, regardless of the maximum amount of TUs. Give low-TU soldiers support fire roles.
 
  
Heavy encumbrance will lower a soldiers available TUs, but as stated above, they will still have no change to how many times they can fire weapons. The lower cap for the base stat is 50 but encumbrance can reduce TU below this.
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==Starting Values==
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New recruits will always begin with a value between 50 and 60 time units.  
  
Due to integer rounding, a solder autofiring heavy plasma (35% TU) will get 3 auto shots at some TU values but not others. Below 38 TU they will ''always'' get 3 shots.
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==Maximum Caps==
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An [[X-COM]] soldier's TUs caps at 80, but you can obtain a maximum of 81 if your last value was at 79. Officially, all TU improvements stop once you reach 80 or above. <br>
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<br>
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Older versions of [[X-COM]] did not have this cap and stats would reach 255 and then wrap back to 0. This could potentially cripple an otherwise good soldier.  
  
An [[X-COM]] soldier's TUs caps at 80, but integer rounding can cause still cause a soldier to receive a maximum of 81. Officially, it's 80. Older versions of [[X-COM]] did not have this cap and stats would reach 255 and then return to 0.
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==Improvement==
  
What is not apparent is that Time Units heavily influences a unit's [[Reactions]]. See [[Reactions]] for more information.
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This is just a stub at the moment. To include a detailed explanation on how TUs are earned.  
  
Associated with TUs is the [[Stamina]] stat. Moving a unit consumes both TUs and Stamina (energy) points, but reloading or opening doors consumes only TUs.
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==Influences==
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* Time Units heavily influences a unit's [[Reactions]].
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* Closely associated with TUs is the [[Energy]] stat.  
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** A moving unit consumes both TUs and Stamina ([[Energy]]) points. How many energy points are consumed depends on the type of terrain the unit is walking on. More difficult terrain consumes more energy and time units. All other actions only consume TUs.
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** Energy recovery is calculated by taking your soldier's base time units (i.e. the time units that the soldier started with) and divide it by three. Drop the fraction. This will be the soldier's energy recovery rate throughout the campaign.
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<br>
  
See also: [[Inventory TU Table]]
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See also:<br>
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[[Inventory TU Table]], [[Raw recruit statistical likelihood]] <br>
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[[Reactions]], [[Energy]]<br>
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[[Category:Soldiers]]

Revision as of 23:15, 3 September 2005

Time Units

Time units or TUs are one of several vital resources available to X-COM Soldiers.

A single game turn is an unspecified amount of time. There has been many arguments as to what duration of time this could be, but no one can agree on any given figure. It could be a minute, it could be 5 seconds. In any case, a game turn is merely the duration in which actions are taken by each side.

The Time Unit is a fraction of this time. If a soldier has a maximum of 64 Time Units, then each TU is worth 1/64th of a turn. A soldier with 80 TUs uses 1/80th of the turn for every TU spent. This means that Time Units are synonymous with speed.

Time Unit Expenditure

Time Units are spent in two ways. In fixed amounts and in percentages.

Fixed Costs

Actions such as walking, turning, moving equipment around, reloading weapons, using medicine and a variety of other actions all cost the same amount of TUs no matter the soldier. Soldiers with high TUs benefit the most from fixed TU actions more than soldiers with low TUs. Scouts benefit from high TUs the most. Dedicated medics and psi troopers can also benefit from high TUs

Percentage Costs

Actions that cost a percentage, such as firing a gun or priming a grenade, will always take a percentage of the soldier's overall Time Units to perform. This means that the amount of TUs has no bearing on how many times the action can be performed during any given turn. For example, if a weapon costs 25% to fire, it can only be fired a maximum of 4 times a turn, for every soldier, regardless of the maximum amount of TUs. It it recommended that low-TU soldiers are given long range support fire roles.

Note: Costs are based on the maximum amount of your soldier's TUs. Not the current amount. Therefore, if your current amount is under the maximum, or above the maximum (brought on by going berzerk), percentage costs will remain the same.

Note: Due to integer rounding, some TU values will allow certain weapons to be fired more than usual. For example, a solder firing a heavy plasma with auto-fire (35% TUs) will get 3 rounds at some TU values but not others.

Encumberance

Heavy encumbrance will lower a soldiers available TUs at the start of the next turn, but will not change the firing cost

Encumberance formula to come.


Starting Values

New recruits will always begin with a value between 50 and 60 time units.

Maximum Caps

An X-COM soldier's TUs caps at 80, but you can obtain a maximum of 81 if your last value was at 79. Officially, all TU improvements stop once you reach 80 or above.

Older versions of X-COM did not have this cap and stats would reach 255 and then wrap back to 0. This could potentially cripple an otherwise good soldier.

Improvement

This is just a stub at the moment. To include a detailed explanation on how TUs are earned.

Influences

  • Time Units heavily influences a unit's Reactions.
  • Closely associated with TUs is the Energy stat.
    • A moving unit consumes both TUs and Stamina (Energy) points. How many energy points are consumed depends on the type of terrain the unit is walking on. More difficult terrain consumes more energy and time units. All other actions only consume TUs.
    • Energy recovery is calculated by taking your soldier's base time units (i.e. the time units that the soldier started with) and divide it by three. Drop the fraction. This will be the soldier's energy recovery rate throughout the campaign.


See also:
Inventory TU Table, Raw recruit statistical likelihood
Reactions, Energy