Difference between revisions of "Time Units"
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==Time Units== |
==Time Units== |
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− | Time units or TUs are one of several vital resources available to [[X-COM]] Soldiers. |
+ | Time units or TUs are one of several vital resources available to [[X-COM]] Soldiers. |
+ | |||
− | <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 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. |
+ | 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> |
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+ | In any case, a [[Turn Order|game turn]] is merely the duration in which actions are taken by each side. |
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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 ''[[User_talk:Danial#Speed|speed]]''.<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 ''[[User_talk:Danial#Speed|speed]]''. |
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==Starting Values== |
==Starting Values== |
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==Maximum Caps== |
==Maximum Caps== |
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− | 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). |
+ | 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 |
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+ | -> 25% +2 to base TU ->12.5% +3 to base TU |
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+ | ->12.5% +4 to base TU |
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+ | 50% +2 to base TU ->25% +3 to base TU |
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+ | ->25% +4 to base TU |
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+ | As you progress towards infinity it heads towards the two thirds and one third chance. |
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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. |
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− | |||
− | ''- 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]] |
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− | |||
− | ''- A long time ago, when the games were still on these ancient thingies known as floppy diskettes (and these being the 3 inch variants, quite new at the time), your stats weren't capped and could continue to increase until they hit the byte limit of 255 points. As your attributes were stored in a byte, when the value went beyond 255, it loses the high bit, effectively returning the value back to 0. -[[User:NKF|NKF]]'' |
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==Time Unit Expenditure== |
==Time Unit Expenditure== |
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− | Time Units are spent in two ways. In fixed amounts and in percentages. |
+ | Time Units are spent in two ways. In fixed amounts and in percentages. |
===Fixed Costs=== |
===Fixed Costs=== |
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− | Actions such as walking, turning, |
+ | 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> |
+ | |||
+ | {| {{StdDescTable}} |
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+ | |-{{StdDescTable_Heading}} |
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+ | |+ '''Fixed Cost Actions''' |
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+ | ! Action |
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+ | ! Cost |
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+ | |- |
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+ | |Accessing Medikit Panel |
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+ | |0 |
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+ | |- |
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+ | |Turning in place 45 degrees |
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+ | |1 |
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+ | |- |
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+ | |Turning during reaction fire |
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+ | |0 |
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+ | |- |
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+ | |Kneeling |
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+ | |4 |
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+ | |- |
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+ | |Standing after kneeling |
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+ | |8 |
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+ | |- |
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+ | | Unloading a weapon |
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+ | |8 |
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+ | |- |
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+ | |Changing elevation in a [[Flying Suit]] or grav lift |
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+ | |8 |
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+ | |- |
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+ | |Using a Medi-kit charge |
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+ | |10 |
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+ | |- |
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+ | |Reloading a weapon |
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+ | |15 |
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+ | |- |
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+ | |Using a Psi Amp |
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+ | |25 |
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+ | |- |
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+ | |Walking |
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+ | | Dependent on terrain, from 4 to 18TUs per square; diagonal movement costs 50% more. Refer to the [[Walking Costs (UFO)| walking cost table]] |
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+ | |||
+ | |- |
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+ | |Moving items in the inventory |
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+ | | Variable. Refer to the [[Inventory TU Table|inventory movement cost table]] |
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+ | |} |
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===Percentage Costs=== |
===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 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. |
+ | 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. |
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− | '''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]]). |
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+ | '''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]]). |
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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. |
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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 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". |
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+ | |||
+ | {| {{StdDescTable}} |
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+ | |-{{StdDescTable_Heading}} |
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+ | |+ '''Percentage Cost Actions''' |
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+ | ! Action |
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+ | ! Cost |
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+ | |- |
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+ | | Firing any weapon |
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+ | | Depending on weapon and firing mode from 18% up to 80% |
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+ | |- |
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+ | | Throwing |
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+ | | 25% |
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+ | |- |
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+ | | Using Motion Scanner |
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+ | | 25% |
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+ | |- |
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+ | | Using Stun Rod |
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+ | | 30% |
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+ | |- |
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+ | | Using Mind Probe |
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+ | | 50% |
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+ | |- |
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+ | | Priming an explosive |
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+ | | 50% |
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+ | |} |
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==Encumbrance== |
==Encumbrance== |
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− | + | '''Formula:''' |
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− | 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) |
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+ | ''<sup>*</sup> If Carried Weight = 0, then Carried Weight = 1'' |
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+ | |||
− | '''Example:''' |
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+ | '''Example:''' |
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− | + | 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. |
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− | ''*If Carried Weight = 0, then Carried Weight = 1'' |
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==Fatal Wounds== |
==Fatal Wounds== |
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* Time Units heavily influences a unit's [[Reactions]]. |
* Time Units heavily influences a unit's [[Reactions]]. |
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* Closely associated with TUs is the [[Energy]] stat. |
* 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. |
+ | ** 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]]. |
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==Time Unit Walking Usage Tables== |
==Time Unit Walking Usage Tables== |
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+ | Refer to the [[Walking Costs (UFO)|Walking Costs]] table. |
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− | It takes 4TUs to cross a tile, unless there is another object upon it that will slow you down: |
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− | |||
− | '''12TUs:''' |
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− | |||
− | Barn Doors |
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− | Barn Stairs |
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− | Hay Bales |
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− | Urban Doors |
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− | |||
− | Broken X-COM Base Hyperwave Decoder |
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− | Broken UFO Power Supply |
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− | |||
− | '''10TUs:''' |
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− | |||
− | X-COM Base Stairs |
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− | |||
− | Broken Barn Walls |
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− | |||
− | '''8TUs:''' |
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− | |||
− | All Raised Terrain |
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− | Dead Forest Tree |
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− | Lightning Door |
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− | Lightning Power Supply |
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− | Mars Craters |
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− | Mars Rocks |
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− | Polar Ice Columns |
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− | UFO Doors |
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− | Urban Fire Hydrant |
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− | Urban Phone Booth |
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− | Urban Post Box |
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− | Urban Slide-up Door |
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− | Urban Stairs |
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− | Urban Trash Can |
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− | Urban Tyre |
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− | Urban Watering Can |
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− | X-COM Base Doors |
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− | X-COM Craft Ramps |
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− | X-COM Craft Roofs |
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− | |||
− | Broken Alien Entertainment Walls |
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− | Broken UFO Hulls |
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− | Broken UFO Operating Table |
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− | Broken Urban Phone Booth |
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− | Broken Urban Stairs |
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− | Broken Urban Street Lamp Base |
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− | Broken X-COM Base Access Lift Doors |
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− | Broken X-COM Base Stairs |
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− | |||
− | '''6TUs:''' |
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− | |||
− | Avenger Door |
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− | Avenger Ramp* |
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− | Hollow Tree Stumps |
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− | Horizontal Forest Logs |
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− | Jungle Ground Shrubs |
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− | Urban Shop Floorstock |
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− | Farm Wheat Field |
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− | |||
− | Broken Alien Base Food Tanks |
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− | Broken Alien Base Garden Walls |
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− | Broken Internal UFO Walls |
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− | Broken Urban Fences |
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− | Broken Urban Furniture |
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− | Broken Urban Slide-up Door |
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− | Broken Urban Walls |
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− | Broken X-COM Base Lamp |
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− | Broken X-COM Base Walls |
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− | |||
− | *Different versions of the same ramp are used to build it. |
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− | |||
− | '''5TUs:''' |
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− | |||
− | Alien Base Garden Ground Shrubs |
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− | Urban Garden Bed |
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==See Also== |
==See Also== |
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− | [[Inventory TU Table]] |
+ | *[[Inventory TU Table]] |
+ | *[[Item Weight]] |
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+ | *[[Raw recruit statistical likelihood|Recruit statistics]] |
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+ | *[[Walking Costs (UFO)| TU Cost table for walking]] |
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− | [[Reactions]] |
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− | |||
− | [[Energy]] |
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− | |||
− | [[Strength]] |
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− | |||
− | [[Item Weight]] |
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− | |||
− | [[Fatal Wounds]] |
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− | |||
− | [[Raw recruit statistical likelihood|Recruit statistics]] |
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+ | {{Unit Stats Navbar}} |
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[[Category:Soldiers]] |
[[Category:Soldiers]] |
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+ | [[Category:Enemy Unknown/UFO Defense]] |
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− | |||
− | [[Category: data tables]] |
Latest revision as of 11:25, 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.
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".
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