Difference between revisions of "Time Units"

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==Time Units==
 
==Time Units==
Time units or TUs are one of several vital resources available to [[X-COM]] Soldiers.<br>
+
Time units or TUs are one of several vital resources available to [[X-COM]] Soldiers.
<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 a hard figure. [[User_talk:Danial#Turn_Length|Here's]] one example of a detailed estimate. Maybe it's a minute, maybe it's 5 seconds. In any case, a [[game turn]] is merely the duration in which actions are taken by each side.<br>
+
A single [[Turn Order|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 a hard figure. [[User_talk:Danial#Turn_Length|Here's]] one example of a detailed estimate. Maybe it's a minute, maybe it's 5 seconds.
<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 ''[[User_talk:Danial#Speed|speed]]''.<br>
+
In any case, a [[Turn Order|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 ''[[User_talk:Danial#Speed|speed]]''.
  
 
==Starting Values==
 
==Starting Values==
Line 16: Line 18:
  
 
==Maximum Caps==
 
==Maximum Caps==
A soldier's TUs [[Experience#Regarding_Caps|caps]] at 80, but it is possible to 'overflow' the cap by up to two points on the last combat when you go over the cap. On average, you have a 25% chance of getting capped at 81 instead of 80. Once at 80+, all TU improvements cease.  
+
A soldier's TUs [[Experience#Regarding_Caps|caps]] at 80, but it is possible to 'overflow' the cap by one point on the last combat when you go over the cap (in other words, 79 plus 2 gives you 81).  You have around 33.3% chance of getting capped at 81 and around 66.7% of getting capped at 80. The mathematics is like this.
 +
50% +1 to base TU -> 25% +3 to base TU
 +
                  -> 25% +2 to base TU ->12.5% +3 to base TU
 +
                                        ->12.5% +4 to base TU
 +
50% +2 to base TU ->25% +3 to base TU
 +
                  ->25% +4 to base TU
 +
As you progress towards infinity it heads towards the two thirds and one third chance.
  
 
Older versions of X-COM did not have a cap and stats could reach 255 and then wrap back to 0. This could potentially cripple an otherwise good soldier.
 
Older versions of X-COM did not have a cap and stats could reach 255 and then wrap back to 0. This could potentially cripple an otherwise good soldier.
  
- ''Are you sure? I've played the DOS version (1.0) for years and I don't ever recall seeing that problem. Delete this message when you read it [[User:Hobbes|Hobbes]]
+
==Time Unit Expenditure==
 +
Time Units are spent in two ways. In fixed amounts and in percentages.
  
'' - Mouse Nightshirt and EsTeR -- I did hundreds, if not thousands, of [[User_talk:MikeTheRed#My_Test_Setup|tests]] at Cap-1 and never once saw Cap+2. Is it possible you're confused by the fact that you '''can''' get +2 points when at Cap-1? But see, that leads to a [[Experience#Regarding_Caps|maximum]] of Cap+1, not Cap+2. If you don't mind, can you say more about seeing Cap+2, if you have... what version, etc. Non-hacked game? Otherwise I've taken out the Cap+2 statement for now. Maybe we should go to Discussion if you've seen it. Hobbes, NKF originally wrote about the wrap-around... I'll drop him an email, ask him to look here. This comment will self-destruct in one week. ---[[User:MikeTheRed|MikeTheRed]] 18:22, 16 December 2005 (PST)
+
===Fixed Costs===
 +
Actions such as walking, turning, moving inventory around, reloading weapons, and using the [[Medi-Kit|medkit]] all cost the same fixed amount of TUs for all soldiers. Soldiers with high TUs benefit the most from fixed TU actions. I.e., they represent the speed of solder's physical actions.<br>
  
==Time Unit Expenditure==
+
{| {{StdDescTable}}
Time Units are spent in two ways. In fixed amounts and in percentages.<br>
+
|-{{StdDescTable_Heading}}
 +
|+ '''Fixed Cost Actions'''
 +
! Action
 +
! Cost
 +
|-
 +
|Accessing Medikit Panel
 +
|0
 +
|-
 +
|Turning in place 45 degrees
 +
|1
 +
|-
 +
|Turning during reaction fire
 +
|0
 +
|-
 +
|Kneeling
 +
|4
 +
|-
 +
|Standing after kneeling
 +
|8
 +
|-
 +
| Unloading a weapon
 +
|8
 +
|-
 +
|Changing elevation in a [[Flying Suit]] or grav lift
 +
|8
 +
|-
 +
|Using a Medi-kit charge
 +
|10
 +
|-
 +
|Reloading a weapon
 +
|15
 +
|-
 +
|Using a Psi Amp
 +
|25
 +
|-
 +
|Walking
 +
| Dependent on terrain, from 4 to 18TUs per square; diagonal movement costs 50% more. Refer to the [[Walking Costs (UFO)| walking cost table]]
  
===Fixed Costs===
+
|-
Actions such as walking, turning, [[Inventory TU Table|moving inventory around]], reloading weapons, and using the [[Medi-Kit|medkit]] all cost the same fixed amount of TUs for all soldiers. Soldiers with high TUs benefit the most from fixed TU actions. Scouts benefit from high TUs the most. Dedicated medics and psi troopers can also benefit from high TUs.<br>
+
|Moving items in the inventory
 +
| Variable. Refer to the [[Inventory TU Table|inventory movement cost table]]  
 +
|}
  
 
===Percentage Costs===
 
===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 base Time Units to perform. This means that the soldier's base 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 his/her amount of TUs. Because of this, it's smart to put low-TU soldiers in long range fire support roles.
+
Actions that cost a percentage, such as firing a gun or priming a grenade, will always take a percentage of the soldier's base Time Units to perform. It represents the speed of devices used, a specific amount of time independent of the solder's physical abilities. This means that the soldier's base TUs has no bearing on how many times the action can be performed during any given turn.  
  
'''Note''': Costs are based on the <i>maximum</i> amount of your soldier's TUs, not the current amount. Therefore, percentage costs do not change as you use up TUs (or if you have more TUs than usual, due to going [[berserk]]).
+
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 his/her amount of TUs. Because of this, it's smart to put low-TU soldiers in long range fire support roles.
  
'''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.
+
'''Note''': Costs are based on the ''maximum'' amount of your soldier's TUs, not the current amount. Therefore, percentage costs do not change as you use up TUs (or if you have more TUs than usual, due to going [[berserk]]).
 +
 
 +
'''Note''': Due to integer rounding, some TU values will allow certain weapons to be fired more than usual. For example, a soldier firing a [[Heavy Plasma]] with auto-fire (35% TUs) will get 3 rounds at some rare MaxTUs values (only at 51, 54, and 57) but not at any others. More often seen, a [[Laser Rifle]]'s 34% is more likely to allow this "bonus shot".
 +
 
 +
{| {{StdDescTable}}
 +
|-{{StdDescTable_Heading}}
 +
|+ '''Percentage Cost Actions'''
 +
! Action
 +
! Cost
 +
|-
 +
| Firing any weapon
 +
| Depending on weapon and firing mode from 18% up to 80%
 +
|-
 +
| Throwing
 +
| 25%
 +
|-
 +
| Using Motion Scanner
 +
| 25%
 +
|-
 +
| Using Stun Rod
 +
| 30%
 +
|-
 +
| Using Mind Probe
 +
| 50%
 +
|-
 +
| Priming an explosive
 +
| 50%
 +
|}
  
 
==Encumbrance==
 
==Encumbrance==
Line 41: Line 116:
  
  
'''Formula:'''
+
'''Formula:'''
 
   
 
   
  Encumbrance = Strength / Carried Weight*
+
  Encumbrance = Strength / Carried Weight<sup>*</sup>
 
   
 
   
 
   
 
   
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     Available TUs = INT(Encumbrance x Base TUs)
 
     Available TUs = INT(Encumbrance x Base TUs)
 
   
 
   
 +
''<sup>*</sup> If Carried Weight = 0, then Carried Weight = 1''
 +
  
'''Example:'''
+
'''Example:'''
 
   
 
   
A low-end Rookie with a base of 50 TUs, 20 strength, and carrying 80 weight units, will
+
A low-end Rookie with a base of 50 TUs, 20 strength, and carrying 80 weight units, will have an encumbrance of 25%, leaving him with a meager 12 TUs per turn.  
have an encumbrance of 25%, leaving him with a meager 12 TUs per turn.  
 
 
   
 
   
''*If Carried Weight = 0, then Carried Weight = 1''
 
  
 
==Fatal Wounds==
 
==Fatal Wounds==
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* Time Units heavily influences a unit's [[Reactions]].
 
* Time Units heavily influences a unit's [[Reactions]].
 
* Closely associated with TUs is the [[Energy]] stat.  
 
* 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.
+
** 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. The sole exception is that some aliens use [[Energy]] for turning around as well and can provoke reaction fire by just turning around while a soldier cannot.
 
** Energy recovery is calculated by taking your soldier's initial time units (the TUs they had as a new recruit) and dividing this by three. Drop the fraction. This will be the soldier's energy recovery rate throughout the campaign. For more details, see [[Energy]].
 
** Energy recovery is calculated by taking your soldier's initial time units (the TUs they had as a new recruit) and dividing this by three. Drop the fraction. This will be the soldier's energy recovery rate throughout the campaign. For more details, see [[Energy]].
  
 
==Time Unit Walking Usage Tables==
 
==Time Unit Walking Usage Tables==
It takes 4TUs to cross a tile, unless there is another object upon it that will slow you down:
+
Refer to the [[Walking Costs (UFO)|Walking Costs]] table.
 
 
'''12TUs:'''
 
 
Barn Doors
 
Barn Stairs
 
Hay Bales
 
Urban Doors
 
 
Broken X-COM Base Hyperwave Decoder
 
Broken UFO Power Supply
 
 
 
'''10TUs:'''
 
 
X-COM Base Stairs
 
 
Broken Barn Walls
 
 
 
'''8TUs:'''
 
 
All Raised Terrain
 
Dead Forest Tree
 
Lightning Door
 
Lightning Power Supply
 
Mars Craters
 
Mars Rocks
 
Polar Ice Columns
 
UFO Doors
 
Urban Fire Hydrant
 
Urban Phone Booth
 
Urban Post Box
 
Urban Slide-up Door
 
Urban Stairs
 
Urban Trash Can
 
Urban Tyre
 
Urban Watering Can
 
X-COM Base Doors
 
X-COM Craft Ramps
 
X-COM Craft Roofs
 
 
Broken Alien Entertainment Walls
 
Broken UFO Hulls
 
Broken UFO Operating Table
 
Broken Urban Phone Booth
 
Broken Urban Stairs
 
Broken Urban Street Lamp Base
 
Broken X-COM Base Access Lift Doors
 
Broken X-COM Base Stairs
 
 
 
'''6TUs:'''
 
 
Avenger Door
 
Avenger Ramp*
 
Hollow Tree Stumps
 
Horizontal Forest Logs
 
Jungle Ground Shrubs
 
Urban Shop Floorstock
 
Farm Wheat Field
 
 
Broken Alien Base Food Tanks
 
Broken Alien Base Garden Walls
 
Broken Internal UFO Walls
 
Broken Urban Fences
 
Broken Urban Furniture
 
Broken Urban Slide-up Door
 
Broken Urban Walls
 
Broken X-COM Base Lamp
 
Broken X-COM Base Walls
 
 
*Different versions of the same ramp are used to build it.
 
 
 
'''5TUs:'''
 
 
Alien Base Garden Ground Shrubs
 
Urban Garden Bed
 
  
 
==See Also==
 
==See Also==
[[Inventory TU Table]]
+
*[[Inventory TU Table]]
 
+
*[[Item Weight]]
[[Reactions]]
+
*[[Raw recruit statistical likelihood|Recruit statistics]]
 
+
*[[Walking Costs (UFO)| TU Cost table for walking]]
[[Energy]]
 
 
 
[[Strength]]
 
 
 
[[Item Weight]]
 
 
 
[[Fatal Wounds]]
 
  
[[Raw recruit statistical likelihood|Recruit statistics]]
 
  
 +
{{Unit Stats Navbar}}
 
[[Category:Soldiers]]
 
[[Category:Soldiers]]
 +
[[Category:Enemy Unknown/UFO Defense]]

Latest revision as of 10:25, 20 August 2020

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 a hard figure. Here's one example of a detailed estimate. Maybe it's a minute, maybe it's 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.

Starting Values

New recruits always begin with a value from 50 to 60 time units.

Improvement

TU 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 TU points to be awarded.

The possible points earned are dependent on your current TUs. At recruit minimum (50 TUs), an average of 2.2 points are earned. This slopes evenly down to where, at cap minus one (79), an average of 1.0 points are earned (range 0-2).

Maximum Caps

A soldier's TUs caps at 80, but it is possible to 'overflow' the cap by one point on the last combat when you go over the cap (in other words, 79 plus 2 gives you 81). You have around 33.3% chance of getting capped at 81 and around 66.7% of getting capped at 80. The mathematics is like this.

50% +1 to base TU -> 25% +3 to base TU 
                  -> 25% +2 to base TU ->12.5% +3 to base TU 
                                       ->12.5% +4 to base TU 
50% +2 to base TU ->25% +3 to base TU 
                  ->25% +4 to base TU

As you progress towards infinity it heads towards the two thirds and one third chance.

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

Time Unit Expenditure

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

Fixed Costs

Actions such as walking, turning, moving inventory around, reloading weapons, and using the medkit all cost the same fixed amount of TUs for all soldiers. Soldiers with high TUs benefit the most from fixed TU actions. I.e., they represent the speed of solder's physical actions.

Fixed Cost Actions
Action Cost
Accessing Medikit Panel 0
Turning in place 45 degrees 1
Turning during reaction fire 0
Kneeling 4
Standing after kneeling 8
Unloading a weapon 8
Changing elevation in a Flying Suit or grav lift 8
Using a Medi-kit charge 10
Reloading a weapon 15
Using a Psi Amp 25
Walking Dependent on terrain, from 4 to 18TUs per square; diagonal movement costs 50% more. Refer to the walking cost table
Moving items in the inventory Variable. Refer to the inventory movement cost table

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 base Time Units to perform. It represents the speed of devices used, a specific amount of time independent of the solder's physical abilities. This means that the soldier's base 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 his/her amount of TUs. Because of this, it's smart to put low-TU soldiers in long range fire support roles.

Note: Costs are based on the maximum amount of your soldier's TUs, not the current amount. Therefore, percentage costs do not change as you use up TUs (or if you have more TUs than usual, due to going berserk).

Note: Due to integer rounding, some TU values will allow certain weapons to be fired more than usual. For example, a soldier firing a Heavy Plasma with auto-fire (35% TUs) will get 3 rounds at some rare MaxTUs values (only at 51, 54, and 57) but not at any others. More often seen, a Laser Rifle's 34% is more likely to allow this "bonus shot".

Percentage Cost Actions
Action Cost
Firing any weapon Depending on weapon and firing mode from 18% up to 80%
Throwing 25%
Using Motion Scanner 25%
Using Stun Rod 30%
Using Mind Probe 50%
Priming an explosive 50%

Encumbrance

Encumbrance is the weighing down, or burdening, of a soldier. Any weight over the soldier's strength stat will cause encumbrance. This lowers their available TUs, essentially slowing them down.


Formula:

Encumbrance = Strength / Carried Weight*


If Encumbrance >= 1 then

   Available TUs = Base TUs

Else

   Available TUs = INT(Encumbrance x Base TUs)

* If Carried Weight = 0, then Carried Weight = 1


Example:

A low-end Rookie with a base of 50 TUs, 20 strength, and carrying 80 weight units, will have an encumbrance of 25%, leaving him with a meager 12 TUs per turn.


Fatal Wounds

Each fatal wound to the left or right leg reduces the soldier's TUs by 10%.

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. The sole exception is that some aliens use Energy for turning around as well and can provoke reaction fire by just turning around while a soldier cannot.
    • Energy recovery is calculated by taking your soldier's initial time units (the TUs they had as a new recruit) and dividing this by three. Drop the fraction. This will be the soldier's energy recovery rate throughout the campaign. For more details, see Energy.

Time Unit Walking Usage Tables

Refer to the Walking Costs table.

See Also


UFO Badge X-Com: Enemy Unknown/UFO Defense
Soldiers:Time UnitsEnergy (Stamina)HealthBraveryReactionsFiring AccuracyThrowing Accuracy
StrengthPsionic StrengthPsionic SkillMelee AccuracyStunMoraleRankFatal Wounds