Action Points
(Created page with ''''Action Points''' (or '''APs''') are the core of the combat system in the ''Fallout'' series. While in a combat, the player character can only perform a limited number of a…') |
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'''Action Points''' (or '''APs''') are the core of the combat system in the ''[[Fallout]]'' series. While in a combat, the player character can only perform a limited number of actions, depending on his Action Points amount. Checking inventory, healing, shooting, reloading, are examples of actions that will cost you APs. In [[FOnline: 2238]], most of the fights are in real time, which means your Action Points will automatically regenerate over time, until they reach your maximum Action Points amount. | '''Action Points''' (or '''APs''') are the core of the combat system in the ''[[Fallout]]'' series. While in a combat, the player character can only perform a limited number of actions, depending on his Action Points amount. Checking inventory, healing, shooting, reloading, are examples of actions that will cost you APs. In [[FOnline: 2238]], most of the fights are in real time, which means your Action Points will automatically regenerate over time, until they reach your maximum Action Points amount. | ||
− | Action Points are | + | Action Points are regenerating faster in [[FOnline: 2238]] than in [[FOnline: TLA]]. |
== Regeneration == | == Regeneration == | ||
− | In Real Time mode, your Action Points will regenerate if you stand still, exactly like the ''Fallout: Tactics'' combat mode. The | + | In Real Time mode, your Action Points will regenerate if you stand still, exactly like the ''Fallout: Tactics'' combat mode. The higher your Maximum Action Points, the faster they will regenerate. In Turn-Based mode, your Action Points are fully regenerated each turn, so you don't have to save them. |
== Maximum action points == | == Maximum action points == | ||
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5 + ([[Agility]]/2) | 5 + ([[Agility]]/2) | ||
− | It can also be increased with the [[Action Boy]] perk (+1 AP per rank of this perk) or by taking [[jet]] (Its effect, however, only lasts temporary). | + | It can also be increased with the [[Action Boy]] perk (+1 AP per rank of this perk) or by taking [[jet]] (Its effect, however, only lasts temporary). In Turn-Based mode, the [[Bonus Move]] perk is also effective, giving you two additional APs to move only. This perk does not work in Real Time, since moving does not cost you APs. |
=== Base Action Points calculation === | === Base Action Points calculation === |
Revision as of 18:32, 28 February 2010
Action Points (or APs) are the core of the combat system in the Fallout series. While in a combat, the player character can only perform a limited number of actions, depending on his Action Points amount. Checking inventory, healing, shooting, reloading, are examples of actions that will cost you APs. In FOnline: 2238, most of the fights are in real time, which means your Action Points will automatically regenerate over time, until they reach your maximum Action Points amount.
Action Points are regenerating faster in FOnline: 2238 than in FOnline: TLA.
Regeneration
In Real Time mode, your Action Points will regenerate if you stand still, exactly like the Fallout: Tactics combat mode. The higher your Maximum Action Points, the faster they will regenerate. In Turn-Based mode, your Action Points are fully regenerated each turn, so you don't have to save them.
Maximum action points
Your maximum Action Points are calculated with the following formula :
5 + (Agility/2)
It can also be increased with the Action Boy perk (+1 AP per rank of this perk) or by taking jet (Its effect, however, only lasts temporary). In Turn-Based mode, the Bonus Move perk is also effective, giving you two additional APs to move only. This perk does not work in Real Time, since moving does not cost you APs.
Base Action Points calculation
Agility | Maximum Action Points | With Bruiser trait |
---|---|---|
1 | 5 | 3 |
2 | 6 | 4 |
3 | 6 | 4 |
4 | 7 | 5 |
5 | 7 | 5 |
6 | 8 | 6 |
7 | 8 | 6 |
8 | 9 | 7 |
9 | 9 | 7 |
10 | 10 | 8 |