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step_by_step_tutorial [2022/02/03 17:30] admin [Setting up a Single Mission] |
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- [[#Mission evaluation | Mission evaluation]] | - [[#Mission evaluation | Mission evaluation]] | ||
- | ===== Setting up a Single Mission ===== | + | ===== 1. Setting up a Single Mission ===== |
- | {{: | + | {{: |
- | -- | + | 1.1 Choose " |
+ | 1.2. On the panel to the right (replacing Main Menu) you can set up the players and teams for the mission. Click //None//, //Human// or // | ||
+ | Set the players' | ||
+ | |||
+ | 1.3. Set basic mission parameters in the top left corner of the " | ||
+ | |||
+ | 1.4. Set map parameters on the right side of the window. You can have the //Random Map Generator// make a brand new map, or you can load a //Layout// (map elements can still be random based on layout strictness). For a new map, you may specify a custom //random seed// (a number of any size). The same random seed will result in the exact same map PROVIDED all other settings are identical. | ||
+ | You can set the //map size<// for PvP games, the //map composition// | ||
+ | |||
+ | 1.5. For the active teams (teams with at least 1 player, naturally), you can set the //mission objectives// | ||
+ | |||
+ | 1.6. When you're ready, click //" | ||
+ | |||
+ | 1.7. Note: saved Single Missions can be resumed from this same screen: you only need to use the //" | ||
+ | |||
+ | [[#Top|Back to top]] ↑ | ||
+ | |||
+ | ===== 2. Creating a squad ===== | ||
+ | |||
+ | {{: | ||
+ | |||
+ | 2.1. After starting the mission on the previous screen, Squad assembly will appear. | ||
+ | |||
+ | 2.2. You can create as many squads as you want, but once you've come up with a fairly good basic setup and done your customizations, | ||
+ | //Squad progress// in Single Mission mode means the //crafting materials//, | ||
+ | |||
+ | 2.3. Assembling a squad is a complex task. You have to // | ||
+ | |||
+ | 2.4. It is a common practice to buy weapons and ammo first, and assign the respective combat skill points (melee, small arms, or heavy arms). A skill level of 80-100% is absolutely recommended in Single Missions. When browsing weapons, watch out for the category (melee, small or heavy) and the type of ammo it uses. This information is shown in the weapon list. You can also find ALL data about weapons and ammo in the Game Guide. It is advised to only have one weapon per unit. See the Weapons section for more detailed information. Always buy enough ammo for all your units! You should have at least 10x as much ammo as a weapon' | ||
+ | |||
+ | 2.5. You can toggle the //item category// by clicking on the item category buttons at the top of the main window. Browse item pages by clicking the arrow buttons next to the category name over the item list. Consult the Items section for detailed information on available items. On using the inventory, see [[inventory|Inventory]]. | ||
+ | |||
+ | 2.6. //Skill points// are assigned by left-clicking on the respective skill' | ||
+ | |||
+ | 2.7. // | ||
+ | |||
+ | 2.8. Press the small //" | ||
+ | |||
+ | [[#Top|Back to top]] ↑ | ||
+ | |||
+ | ===== 3. Basic in-game controls ===== | ||
+ | |||
+ | {{: | ||
+ | |||
+ | 3.1. Every involved squad begins the mission at its //insertion point//, a smaller room with reinforced walls. This area has no other " | ||
+ | |||
+ | 3.2. The game interface consists of two main areas, the //tactical view// (the actual game area), and the // | ||
+ | |||
+ | 3.3. To //perform any action//, you have to //select a unit//. This is done by either left-clicking on a unit on the tactical view or clicking its portrait at the top right corner. You may also use the keys 1-4 or F1-F4. You can switch to any of your units at any time, but there' | ||
+ | |||
+ | 3.4. You can //move// your selected unit by left-clicking on the desired target location on the tactical view. Every grid of movement costs //1 Action Pont//. Available Action Points are displayed as a column of green lights on the right, and also as green numbers on all four unit portraits. If you click a grid adjacent to your unit, it will move instantly, otherwise, the first click will only display a // | ||
+ | |||
+ | 3.5. Units will always face the last direction they were moving to. To change this, right-click anywhere in the direction you want your unit to face, or use the numeric keyboard numbers, where " | ||
+ | |||
+ | 3.6. To //interact with a map element// (e.g. open a door, pick up ammo from an ammo crate, kerosene from a barrel, close a sewer door, etc.), simply left-click on it. If you're not standing next to it, a path will be designated just like when you want to move. To perform interaction, | ||
+ | |||
+ | 3.7. To access a unit's skills and records, click the //" | ||
+ | |||
+ | 3.8. To access a unit's // | ||
+ | |||
+ | 3.9. Scroll the //view// by moving the mouse cursor to the screen' | ||
+ | |||
+ | 3.10. You can move various map elements (crates, barrels, machines) by standing next to them, facing them, and clicking either of the //" | ||
+ | |||
+ | 3.11. Additional controls are explained in detail in the Controls section. Combat controls will be explained below shortly. | ||
+ | |||
+ | 3.12. When all your units are out of Action Points, or you just want to end the turn for any other reason, click the //"End turn"// | ||
+ | |||
+ | 3.13. Invoke the //In-game Menu// by clicking the //" | ||
+ | |||
+ | [[#Top|Back to top]] ↑ | ||
+ | |||
+ | ===== 4. Combat ===== | ||
+ | |||
+ | {{: | ||
+ | |||
+ | 4.1. Combat is generally performed by selecting (activating) an //attack mode//, and then a //target// in the tactical view. Every weapon has at least one //weapon mode//, and each weapon mode has at least one //attack mode//. Attack modes tied to a specific weapon mode share ammo type and Critical Threshold. All other properties of attack modes may vary. The A.T.A.C. always shows the most vital information. | ||
+ | |||
+ | 4.2. Below the icon of the current weapon, there are three main areas, showing data. The //top one// displays info about the current //weapon mode//, and damage info about the current attack mode. If the weapon has more than one weapon mode, you can switch mode by either left or right-clicking anywhere in the top display area, or by pressing //[CTRL]//. On the image above, the rifle has only one weapon mode, " | ||
+ | |||
+ | 4.3. The //middle// display area shows the currently selected //attack mode// (in the picture, "Full burst" | ||
+ | |||
+ | 4.4. When the attack mode is active, hover the cursor above any //valid target// marked by a //reddish// overlay on the tactical view to see basic targeting info: the status of the target and hit probability. A purple area will also appear to show the damage area (note that this area info will not take natural covers into account, e.g. if a target is behind a wall it won't be affected). If you're ready to attack, // | ||
+ | |||
+ | 4.5. You will either //hit// or //miss//, based on many factors, see the Combat section for a lot of details. If you miss with a ranged attack, a random nearby unit or object may get hit instead. If you hit, you may //damage// the target. The damage done will be displayed in floating messages and will be registered in the combat log. Most attacks will do damage to //Health// if they get through the armor (red text). Armor-piercing attacks may also degrade the target' | ||
+ | |||
+ | 4.6. Most attack modes use //ammo//. If there' | ||
+ | |||
+ | 4.7. As different attack modes use a different amount of ammo, keep in mind that any damage bonus a special ammo may have is taken into account //per ammo used// by that attack mode! So attacks with a high ammo consumption benefit more! | ||
+ | |||
+ | 4.8. While the attack mode is active, you may also move--one step at a time--by clicking on the grids marked with the blueish arrow icons. Selecting a farther movement destination will deactivate the attack mode. | ||
+ | |||
+ | 4.9. // | ||
+ | |||
+ | 4.10. One last key element to good tactics is the use of //Defense mode//. It means reserving the current Action Points for either blocking attacks (melee defense mode) in the enemy' | ||
+ | |||
+ | 4.11. This concludes the very basics of combat in USC. Refer to the other parts of the Game Guide (especially [[combat|Combat]]) for details! | ||
+ | |||
+ | [[#Top|Back to top]] ↑ | ||
+ | |||
+ | ===== 5. Special actions ===== | ||
+ | |||
+ | 5.1. //Unloading a weapon.// Sometimes you may want/need to completely unload your weapon (before selling, for example). You can either choose the " | ||
+ | |||
+ | 5.2. Every unit has a built-in //scanner// that can be used to reveal nearby, otherwise unseen units (and if Fog of War is enabled, structures) in a 5-grid base radius. This costs //3 Action Points// and can be performed anytime by pressing the " | ||
+ | |||
+ | 5.3. Many map elements, such as crates, barrels, vending machines, and databanks can be // | ||
+ | |||
+ | 5.4. Some objects can be // | ||
+ | |||
+ | 5.5. Items in your // | ||
+ | |||
+ | 5.6. You can toggle the unit's headlights on/off by pressing the " | ||
+ | |||
+ | 5.7. You can //harvest crafting materials// by destroying crates (standard crates may drop screws, blue crates may also drop screwdrivers and wire cutters), crystals, and salvaging databanks. The model RD-1 Rubber Ducky is also a very important crafting material, it can be obtained from equipment crates by luck and by killing zhe Wunderwurmz (apparently, | ||
+ | |||
+ | 5.8. //Door locks// often control the entrance of special rooms. Unless you break through the door or have a circuit cracker in your inventory, you'll have to manually override these. Information about this is found here. | ||
+ | |||
+ | [[#Top|Back to top]] ↑ | ||
+ | |||
+ | ===== 6. Mission evaluation ===== | ||
+ | |||
+ | 6.1. In the " | ||
+ | |||
+ | 6.2. You'll get a //mission score// based on map layout, player strength, and main mission difficulty settings AND your general performance (enemies killed, units lost, time taken to complete the mission, etc.). | ||
+ | |||
+ | 6.3. You'll also get a //merit score// (and possibly a merit) based on the above and many other factors. | ||
+ | |||
+ | 6.4. It is possible to have a high mission score and a low merit score, or vice versa. While mission score generally measures your combat skills during the action, merit score takes humane factors more into account. | ||
+ | |||
+ | //NOTE:// as development continues, we plan to add more sophisticated and varied statistics and benchmarks to the game. | ||
+ | |||
+ | [[#Top|Back to top]] ↑ | ||
+ | |||
+ | ---- | ||
+ | ← Previous: [[weapons | Weapons]] | ||
+ | |||
+ | → Next: [[the_squad | The Squad]] | ||
+ | |||
+ | ← [[ultimate_space_commando_steam_2015|Back to Main page]] | ||