This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
basic_concepts [2022/01/31 15:38] admin [Turns and Action Points] |
basic_concepts [2022/02/13 15:13] (current) admin [Turns and Action Points] |
||
---|---|---|---|
Line 1: | Line 1: | ||
- | //If you're new to USC, you might want to check out the (link!) | + | //If you're new to USC, you might want to check out the [[step_by_step_tutorial|Step-by-Step Tutorial]], too!// |
- | + | ||
- | Some sections may not be available yet. The Game Guide will be constantly improved. | + | |
====== Basic Concepts ====== | ====== Basic Concepts ====== | ||
Line 20: | Line 18: | ||
USC is a //per player turn-based game//, which means that players (including the AI) take turns in a pre-defined order, and when active, they may move every and all of their units. This is called a player' | USC is a //per player turn-based game//, which means that players (including the AI) take turns in a pre-defined order, and when active, they may move every and all of their units. This is called a player' | ||
- | The " | + | The " |
The following table summarizes the most general AP costs (without specific skill bonuses): | The following table summarizes the most general AP costs (without specific skill bonuses): | ||
Line 29: | Line 27: | ||
| Pick up / put down an item | 2 | | | Pick up / put down an item | 2 | | ||
| Push / pull object | 3 | | | Push / pull object | 3 | | ||
- | | Push object while running* | 2/1 | | + | | Push object while running* | 2 / 1 | |
| Begin circuit cracking | 8 | | | Begin circuit cracking | 8 | | ||
| Use scanner | 3 | | | Use scanner | 3 | | ||
Line 35: | Line 33: | ||
| Attack | 1-12 | | | Attack | 1-12 | | ||
- | * have moved at least 3/5 grids consequently | + | * have moved at least 3 / 5 grids consequently |
- | ---- | + | |
===== Map and Movement ===== | ===== Map and Movement ===== | ||
Line 47: | Line 44: | ||
After moving, a unit always faces the direction it was moving to. // | After moving, a unit always faces the direction it was moving to. // | ||
- | ---- | + | |
===== Health ===== | ===== Health ===== | ||
Line 54: | Line 51: | ||
Damage from bleeding, poisoning, or burning is always applied to a unit at the beginning of its player' | Damage from bleeding, poisoning, or burning is always applied to a unit at the beginning of its player' | ||
- | For Commandos, the maximum Health is //50 + (link skill4) | + | For Commandos, the maximum Health is //50 + [[units_detail# |
- | ---- | + | |
===== Morale ===== | ===== Morale ===== | ||
- | Another important prime attribute is <em>Morale (MP)</em>. It measures the general psychical condition of a unit. Whenever something " | + | Another important prime attribute is //Morale (MP)//. It measures the general psychical condition of a unit. Whenever something " |
- | A <em>low Morale</em> | + | A //low Morale// (below 20) may have unpleasant consequences, |
- | The table below shows the minimum | + | The table below shows the minimum |
- | {{:morale_1.png?500|}} | + | ^ Action ^ Min. MP ^ |
+ | | Use stimulants, reload weapon, attack* | 0 | | ||
+ | | Turn | 1 | | ||
+ | | Move, operate door, move objects, use scanner | 5 | | ||
+ | | Change weapon, pick up/put down/use items, use objects | 10 | | ||
+ | | Initiate defense mode, (un)equip weapon/ | ||
+ | |||
+ | * these actions can be performed even with 0 MPs | ||
The following table shows the effects of various events on Morale (may be cumulative): | The following table shows the effects of various events on Morale (may be cumulative): | ||
- | {{:morale_2.png?500|}} | + | ^ Event/ |
+ | | Being attacked (per attack) | -1 | | ||
+ | | Being attacked in melee (per attack) | -2 | | ||
+ | | Being damaged | -Damage/10 + 1 | | ||
+ | | Receiving/ | ||
+ | | Killing an own/allied unit | -25 / -10 | | ||
+ | | Losing any allied unit | -5 | | ||
+ | | Attacking an enemy | +1 | | ||
+ | | Killing an enemy | +5 | | ||
+ | | Base Morale regeneration per turn | +1 | | ||
+ | | ...if the unit had at least max. APs/2 | +5 | | ||
+ | | ...if the unit had max. APs (has not moved) | +10 | | ||
The chance of Morale loss when being attacked or damaged is reduced to 1:6-5:6 on difficulties lower than ULTIMATE, respectively. | The chance of Morale loss when being attacked or damaged is reduced to 1:6-5:6 on difficulties lower than ULTIMATE, respectively. | ||
- | |||
- | ---- | ||
- | |||
===== Armor Rating ===== | ===== Armor Rating ===== | ||
Line 82: | Line 92: | ||
//Armor Rating (AR)// or //Damage Threshold (DT)// is the fourth prime attribute of //every// entity in USC. It will be discussed in detail in the Combat section. In general, Armor //decreases all incoming damage// by its current value. Attacks and " | //Armor Rating (AR)// or //Damage Threshold (DT)// is the fourth prime attribute of //every// entity in USC. It will be discussed in detail in the Combat section. In general, Armor //decreases all incoming damage// by its current value. Attacks and " | ||
+ | [[#Top|Back to top]] ↑ | ||
+ | ---- | ||
+ | → Next [[units_detail | Units in Detail]] | ||
- | [[#Top|Back to top]] | + | ← [[ultimate_space_commando_steam_2015|Back to Main page]] |