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Revision as of 23:48, 3 March 2019
Default value: 100 | Min value: 25 | Max value: --
Moves, or move points, or movement points, determine the amount of actions you or any creature can perform in a turn (so, in six seconds).
Speed determines how many move points you start with each turn.
Base move cost is the final value where both speed and any possible modifier, be it positive or negative, is applied (such as traits, encumbrance, stim level, queued actions, etc).
Base move cost = Speed + Move modifiers
Note that you'll always perform actions first, then unfriendly creatures and, finally, friendly ones.
- Performing Actions
Each action you perform during a turn reduces your available move points by the move cost of such action. Your turn will be over once you don't have any move points left. Any ongoing action will be paused and queued for the next turn.
Queued actions will be subtracted from the available move points of the next turn. Example: your base move cost is 100, and you perform an action that costs 110 points; you won't be able to finish the action this turn, so it will be queued to be finished the next turn, and the base move cost for that turn will be reduced by 10 (the extra moves that didn't fit in the previous turn).
Actions that take longer than one turn (refuelling vehicles, crafting, reading, sleeping, etc) can be interrupted at any time by pressing the wait (5 or .) key.
- Running cost
When moving around (normally you walk, press " to really start running, which consumes stamina as well) you consume as many move points as the movement cost of the current terrain type to which you move. You can check that cost in-game by examining or far-looking at the tile you want to move to.
- Display
Spd 100 115
The speed will be green if above 100 and red if below that. Besides the speed value you'll find the move cost of your last action.
- Calculation
This value is calculated each turn, where the following bonus and penalties are applied:
- Penalties
- Weight: when the weight carried is 25% higher than the weight capacity.
- Pain: when pain is higher than the potency of the consumed painkillers. This penalty is more severe if the difference is higher than 60.
- Painkillers: when the potency of the consumed painkillers is 10 or higher than the pain. More severe if it's higher than 30.
- Morale: when morale bonus (morale level / 25) is below -10.
- Radiation: when radiation is 20 or higher. 40 or higher increases the penalty further.
- Thirst: when thirst is above 40.
- Hunger: when hunger is above 100.
- Sunlight dependent mutation: penalties relative to the current light level when not under sunlight.
- The heat dependent mutation line: (Heat Dependent, Very Heat Dependent, Cold Blooded, Ectothermic), when temperature is below 65F.
- Mycus fireproofing: 20 penalty points.
- Speed down artifact: 20 penalty points.
- Bonus
- Morale: when morale is higher than 100 there will be a bonus that can't be higher than 10.
- Stimulants: Based on the potency of all stimulants taken. It can't be higher than 40.
- Quick trait: gives a 10% bonus.
- Synaptic Accelerator bionic: gives a 10% bonus.
- Martial arts: some martial arts give a speed bonus.
- Ectothermic mutation: when temperature is above 65F.
- Speed up artifact: 20 bonus points.
Some diseases and status effects can also affect this value (usually negatively).
Move points can't be below 25 in any case.
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