User Tools

Site Tools


basic_concepts

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
basic_concepts [2022/02/03 20:47]
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!) Step-by-Step Tutorial, too!//+//If you're new to USC, you might want to check out the [[step_by_step_tutorial|Step-by-Step Tutorial]], too!//
  
 ====== Basic Concepts ====== ====== Basic Concepts ======
Line 18: 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's //active turn//, inside which the order of units to act with is completely up to the player, and they may even switch "forth and back" between units, following a carefully planned strategy, adapting to action results. 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's //active turn//, inside which the order of units to act with is completely up to the player, and they may even switch "forth and back" between units, following a carefully planned strategy, adapting to action results.
  
-The "amount of action" (movement, combat, interacting with objects, etc.) a single unit can perform in a turn is measured in //Action Points (AP)//. Based on their  (link) Stamina and a few possible minor circumstances, a unit, in general, has 15-25 APs per turn. Different actions cost //different// amount of APs.+The "amount of action" (movement, combat, interacting with objects, etc.) a single unit can perform in a turn is measured in //Action Points (AP)//. Based on their  [[units_detail#Stamina]] and a few possible minor circumstances, a unit, in general, has 15-25 APs per turn. Different actions cost //different// amount of APs.
  
 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 51: Line 51:
 Damage from bleeding, poisoning, or burning is always applied to a unit at the beginning of its player's turn. //Regeneration//, if available, is applied before this damage, possibly preventing the unit from dying to these causes. Damage from bleeding, poisoning, or burning is always applied to a unit at the beginning of its player's turn. //Regeneration//, if available, is applied before this damage, possibly preventing the unit from dying to these causes.
  
-For Commandos, the maximum Health is //50 + (link skill4) Health skill ×100// (max. 250). Aliens can have 50-500+ HPs depending on their type and strength.+For Commandos, the maximum Health is //50 + [[units_detail#Health|Health skill]] ×100// (max. 250). Aliens can have 50-500+ HPs depending on their type and strength.
  
 ===== Morale ===== ===== Morale =====
  
-Another important prime attribute is //Morale (MP)//. It measures the general psychical condition of a unit. Whenever something "bad" happens to the unit -- it gets attacked or hurt, loses a comrade, etc. -- the Morale drops, while "good" events -- being healed, damaging, or killing an enemy, etc. -- raises it. Just like Health, Morale has a //maximum// value specific to the actual unit. For Commandos, this value is //equal// to the level of the (link skill5) //Morale skill//, which is capped at //100//. Aliens don't have a measurable "Morale" attribute but may react differently to various situations.+Another important prime attribute is //Morale (MP)//. It measures the general psychical condition of a unit. Whenever something "bad" happens to the unit -- it gets attacked or hurt, loses a comrade, etc. -- the Morale drops, while "good" events -- being healed, damaging, or killing an enemy, etc. -- raises it. Just like Health, Morale has a //maximum// value specific to the actual unit. For Commandos, this value is //equal// to the level of the //[[units_detail#Morale|Morale skill]]//, which is capped at //100//. Aliens don't have a measurable "Morale" attribute but may react differently to various situations.
  
 A //low Morale// (below 20) may have unpleasant consequences, from being unable to perform an action to panicking or even going berserk. The greater the unit's max. Morale is, the smaller the chance such a thing happens. A //low Morale// (below 20) may have unpleasant consequences, from being unable to perform an action to panicking or even going berserk. The greater the unit's max. Morale is, the smaller the chance such a thing happens.
Line 78: Line 78:
 | Being damaged | -Damage/10 + 1 | | Being damaged | -Damage/10 + 1 |
 | Receiving/giving "friendly fire" | -10 | | Receiving/giving "friendly fire" | -10 |
-| Killing an own/allied unit | -25/-10 |+| Killing an own/allied unit | -25 / -10 |
 | Losing any allied unit | -5 | | Losing any allied unit | -5 |
 | Attacking an enemy | +1 | | Attacking an enemy | +1 |
basic_concepts.1643917659.txt.gz · Last modified: 2022/02/03 20:47 by admin