ShadowBlade Posted March 12, 2005 Share Posted March 12, 2005 This may've already been asked before, but here goes: what's the difference between all the equipment slots (Backpack, Belt, Left Shoulder, Right Leg, etc.) that soldiers carry? I've been wondering, though haven't tested it yet, but I assume less TUs would be consumed by grabbing something from your shoulder than your backpack. What I mean is, the bigger the storage capacity, the larger the amount of TUs used to store/retrieve an item from there. If that's correct, then you'd get stuff quickest from your legs and shoulders, normally from your belt and slowest from your backpack. What do you guys think? Link to comment Share on other sites More sharing options...
FullAuto Posted March 12, 2005 Share Posted March 12, 2005 Hand to belt - 8Belt to hand - 4Hand to shoulder - 10Shoulder to hand - 3Backpack to hand - 8Hand to backpack - 14Hand to leg - 8Leg to hand - 4 I only tested this with grenades, though I doubt if the TU cost varies depending on the item. Link to comment Share on other sites More sharing options...
Zombie Posted March 12, 2005 Share Posted March 12, 2005 I compiled this information a while back for the "Game Data from the OSG thread". JellyfishGreen was nice enough to arrange this data into a nice little table for quick reference: Personal Inventory TU Management Table From/To hand leg belt shoulder backpack ground hand 4 4,6 4 3 8 8 leg 8,10 10 10 12 16 10 belt 8 10 0 10 16 12 shoulder 10 10 12 8 14 12 backpack 14 18 12 16 0 20 ground 2 6 6 4 10 0 Notes:1) The two numbers in the hand/leg column: the first is for same-side and the second for opposite-side.2) Zombie will be pleased to see there are only three zeroes, in the obvious places. Hand-hand cost represents swapping to the opposite hand.3) Belt/Backpack Edit: info supplied by Zombie has been added Please also note that I changed the spacing around in the table to make things easier to read. The size or weight of the object has no bearing on how many TU these actions require. This should clear things up a bit. Link to comment Share on other sites More sharing options...
Bomb Bloke Posted March 14, 2005 Share Posted March 14, 2005 Moving stuff around the belt/backpack is instant? Really shouldn't be. Oh well. I've always had a nagging feeling that putting stuff on legs or shoulders could hinder movement. Never tested it; I doubt it is the case. Link to comment Share on other sites More sharing options...
NKF Posted March 14, 2005 Share Posted March 14, 2005 Bomb Bloke, one other way of thinking of the leg slots are that they aren't exactly stored where we think they're stored if we just look at the image ( I mean, the ankles?). I'm imagining hip slots (kind of like an extension of the belt - if they'd made them vertical, they'd practically be holsters for the pistols) and pockets down the shoulders (As opposed to strapping them across the pauldrons) The way they're laid out is just... well, a bit of a hinderance to the player, really. - NKF Link to comment Share on other sites More sharing options...
Bomb Bloke Posted March 15, 2005 Share Posted March 15, 2005 Fair enough, but even so, if I was carrying a full belt with my hips also covered in ammo, I'd find it a bit harder to run around. I didn't really consider the stuff would go around the ankles, but that wouldn't help either. :lol: I figured it would make sense for items on the legs to effectively weigh more... I just doubt they do. Link to comment Share on other sites More sharing options...
Zombie Posted March 16, 2005 Share Posted March 16, 2005 Well, the items wouldn't actually weigh more in the leg slots, since all the item weights are a constant. I think what you are trying to say is that an item on the leg slot should weigh down the leg more, causing the soldier to tire as he/she walks around. What that would mean is a separate encumberance equation for the leg slots. I really doubt there is any more than one encumberance penalty. Nice thought though. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now