Author Topic: X-com Armour Types and movement  (Read 10218 times)

Offline luke83

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X-com Armour Types and movement
« on: October 09, 2011, 12:24:09 pm »
Does personal armour or power armour reduce you movement speed at all when equipped?

Does it weigh you down, cost additional energy or anything?

Offline SupSuper

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Re: X-com Armour Types and movement
« Reply #1 on: October 09, 2011, 05:21:46 pm »
AFAIK, armour only affected your weight/movement in Apocalypse.

Offline Solarius Scorch

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Re: X-com Armour Types and movement
« Reply #2 on: February 09, 2014, 02:29:49 pm »
AFAIK, armour only affected your weight/movement in Apocalypse.

Three years later. Now I am probably the most infamous necromancer of the forums.

Still, I would like to say that:
Armours in OpenXCom can modify all soldier stats, both ways.
This means that armour can have Weight, and even a negative Weight (if it's powered, has anti-grav repulsors etc.). It can also improve Accuracy, give or take TUs, or even modify Psi Strength. The game doesn't use this feature, as the original didn't, but it works perfectly well and is available for modding.

Offline Mr. Quiet

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Re: X-com Armour Types and movement
« Reply #3 on: February 10, 2014, 12:13:28 am »
That would be nice. A Power Suit with boosting abilities once researched. When you take a hit, depending on the damage done, the Suit may shut off permanently or malfunction, only giving you one or two extra abilities and it may shut off and turn back on every turn. 8)

Nightvision goggles that won't change the color of the screen, but you'll have a small increase in FOV during night missions.

Offline Dioxine

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Re: X-com Armour Types and movement
« Reply #4 on: March 31, 2014, 08:06:55 pm »
You can already make an armor decrease TU's which are basically movement. However, an option for a % decrease (as opposed to numeric) would be nice...

The NVGs are like Jason, they're always coming back no matter how many times the idea had been killed :) The idea of "Night = Bad" is simple and elegant like most things in XCom. By implementing NVGs you do away with one of the core mechanics...

Offline Sturm

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Re: X-com Armour Types and movement
« Reply #5 on: July 08, 2014, 02:16:26 am »
You can already make an armor decrease TU's which are basically movement. However, an option for a % decrease (as opposed to numeric) would be nice...

The NVGs are like Jason, they're always coming back no matter how many times the idea had been killed :) The idea of "Night = Bad" is simple and elegant like most things in XCom. By implementing NVGs you do away with one of the core mechanics...
It wouldn't be detrimental to the atmosphere of the game if it would be done realistically. One thing that could be interesting for NVGs atmosphere-wise would be changing the colours to monochromatic green to mess with the player. Also, NVGs aren't a purely good thing. They reduce field of vision and prevent from using sights and decrease accuracy a bit due to loss of depth of sight. Which means that operatives wearing NVG would have narrower cone of view and wouldn't be able to use aimed fire and would fire less accurately. All while aliens don't suffer from the same problem.

Also bright lights would mess with night vision. Which could be also used against aliens.