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inventory [2022/02/04 10:04]
admin
inventory [2022/02/04 10:11]
admin [Equipping items]
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 ===== General ===== ===== General =====
  
-Each commando has an inventory space of a total of //nine (9)// items / (link GG item stack)item stacks. This space cannot be extended or upgraded, so you'll have to plan carefully with your mission loadout. The inventory space of 9 slots //includes// the items you //equip// for use (e.g. weapons), i.e. the inventory is not your "backpack", but your total item carrying capacity. The silver lining is, in USC you don't have to worry about the weight or size of items.+Each commando has an inventory space of a total of //nine (9)// items / [[#Item stacks|item stacks]]. This space cannot be extended or upgraded, so you'll have to plan carefully with your mission loadout. The inventory space of 9 slots //includes// the items you //equip// for use (e.g. weapons), i.e. the inventory is not your "backpack", but your total item carrying capacity. The silver lining is, in USC you don't have to worry about the weight or size of items.
  
 The inventory is automatically visible on the Squad Assembly screen and can be accessed at //any time// while in-mission //without any AP cost// (or other consequence). The inventory is automatically visible on the Squad Assembly screen and can be accessed at //any time// while in-mission //without any AP cost// (or other consequence).
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 There are //two types// of items that can be equipped: There are //two types// of items that can be equipped:
  
-(1) //Weapons//: you may carry as many weapons as you see fit, but //only one// can be equipped at a time. The currently equipped weapon is shown on a //red// background. Its name and icon are also visible above the Inventory panel, along with information about current and available ammo. A weapon //must be equipped// at all times. You can unequip a weapon by equipping another one. It costs //5// or //3// (if (link UID skill1) is at 100%) Action Points.+(1) //Weapons//: you may carry as many weapons as you see fit, but //only one// can be equipped at a time. The currently equipped weapon is shown on a //red// background. Its name and icon are also visible above the Inventory panel, along with information about current and available ammo. A weapon //must be equipped// at all times. You can unequip a weapon by equipping another one. It costs //5// or //3// (if [[units_detail#Skills (Secondary Attributes)|skill]] is at 100%) Action Points.
  
 (2) //Modules//: items that enhance your weapons or armor often also need to be equipped (activated). These are displayed on a //green// background when equipped. (2) //Modules//: items that enhance your weapons or armor often also need to be equipped (activated). These are displayed on a //green// background when equipped.
inventory.txt ยท Last modified: 2022/02/04 10:11 by admin