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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Themidgethotel</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T09:41:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laboratory&amp;diff=9542</id>
		<title>Laboratory</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laboratory&amp;diff=9542"/>
		<updated>2007-01-18T04:37:30Z</updated>

		<summary type="html">&lt;p&gt;Themidgethotel: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information [[Image:Base-lab.gif]] ==&lt;br /&gt;
&lt;br /&gt;
A Laboratory allows you to assign up to 50 scientists to [[Research (UFO Defense)|Research]]. The more scientists you assign to a project, the faster it will be completed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:XBASE_02MAP-L1.JPG|Laboratory: Level 0|250 px]] [[Image:XBASE_02MAP-L2.JPG|Laboratory: Level 1|250 px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
Construction Time: 26 days&amp;lt;br&amp;gt;&lt;br /&gt;
Construction Cost: $750,000&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance Cost: $30,000/month&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allows [[Research (UFO Defense)|Research]] (50)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Category:Base Facilities (UFO Defense)]]&lt;/div&gt;</summary>
		<author><name>Themidgethotel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laboratory&amp;diff=9541</id>
		<title>Laboratory</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laboratory&amp;diff=9541"/>
		<updated>2007-01-18T04:36:54Z</updated>

		<summary type="html">&lt;p&gt;Themidgethotel: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information [[Image:Base-lab.gif]] ==&lt;br /&gt;
&lt;br /&gt;
A Laboratory allows you to assign up to 50 scientists to [[Research (UFO Defense)|Research]]. The more scientists you assign to a project, the faster it will be completed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:XBASE_02MAP-L1.JPG|Laboratory: Level 0|250 px]] [[Image:XBASE_02MAP-L2.JPG|Laboratory: Level 1|250 px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
Construction Time: 26 days&amp;lt;br&amp;gt;&lt;br /&gt;
Construction Cost: $750,000&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance Cost: $30,000/month&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allows Research (50)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Category:Base Facilities (UFO Defense)]]&lt;/div&gt;</summary>
		<author><name>Themidgethotel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Firing_Accuracy&amp;diff=9539</id>
		<title>Firing Accuracy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Firing_Accuracy&amp;diff=9539"/>
		<updated>2007-01-18T04:33:20Z</updated>

		<summary type="html">&lt;p&gt;Themidgethotel: /* Influencing Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
&lt;br /&gt;
Firing Accuracy is a measure of the soldier&#039;s overall skill at operating any given firearm. In short, it controls how accurate the soldier can be with any given gun.  &lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 40 and 70.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Firing Accuracy increases depending on how many times you &#039;&#039;&#039;hit&#039;&#039;&#039; an &#039;&#039;&#039;enemy&#039;&#039;&#039;. Examples / clarification:&lt;br /&gt;
*If you aim at one alien but hit a different one, it counts. &lt;br /&gt;
*If you hit an alien but don&#039;t do any [[Damage]] because it was too weak for their armor, it counts.&lt;br /&gt;
*If each of the three shots from a single Auto fire burst hits an alien, it counts as three hits.&lt;br /&gt;
*Mind-controlled aliens are &#039;&#039;friendly&#039;&#039; aliens. Hits on MC&#039;d aliens do &#039;&#039;not&#039;&#039; count.  Conversely, hitting soldiers under alien mind control &#039;&#039;does&#039;&#039; count. If you see the red &amp;quot;enemy&amp;quot; flag, the hit will count.&lt;br /&gt;
*[[Area-effect weapons]] (i.e., [[grenade]]s, [[Rocket Launcher|rockets]], [[Blaster Bomb]]s, and even [[Stun Bomb]]s) also count toward Firing Accuracy experience. You will score a &amp;quot;hit&amp;quot; for every alien within the blast&#039;s [[Explosions#HE_Statistics|radius]], regardless of whether they were hurt.&lt;br /&gt;
*Missed shots, hitting friendlies (including MC&#039;d aliens or civilians), shooting scenery, distance to target, rank, etc. - none of these matter or count. &lt;br /&gt;
&lt;br /&gt;
All that matters is that you &#039;&#039;hit&#039;&#039; an enemy. Kills, per se, nor damage matter at all towards Firing Accuracy improvement. Only hits. (Kills do increase your Kill counter, but that&#039;s &#039;&#039;&#039;all&#039;&#039;&#039; - kills don&#039;t otherwise do anything at all for you, as far as is known.)&lt;br /&gt;
&lt;br /&gt;
Weak weapons like pistols and laser pistols mean the alien won&#039;t die as quick, which means more hits, which means more chance of Firing Accuracy improvement. Because their skin is so thick and they have lots of Health, Mutons (and their Silacoid buddies) are great for multiple hits with a weak weapon. For more information, see [[Experience Training]].&lt;br /&gt;
&lt;br /&gt;
You can be awarded up to an average of 4 skill points (range 2-6) per combat mission if you make at least 11 hits. The point award does &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; depend on your current skill level, only on the number of hits. For more particulars on skill-point increases, see [[Experience#How_Experience_Points_Are_Applied|Experience]].&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s Firing Accuracy is capped at 120. However, because you can get a +6 roll when at 119, a soldier can have up to 125 Firing Accuracy (if they&#039;re really lucky!). For more info, see [[Experience#Regarding_Caps|Regarding Caps]].&lt;br /&gt;
&lt;br /&gt;
==Base Chance To Hit==&lt;br /&gt;
Each weapon has an accuracy rating of its own, which, when applied to the soldier&#039;s firing accuracy, gives the soldier&#039;s &amp;quot;base chance to hit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Base Chance To Hit = Firing Accuracy x Weapon Accuracy&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 A soldier with a firing accuracy of 50%, using a weapon with an &lt;br /&gt;
 accuracy rating of 50%, will have a base chance to hit of 25%.&lt;br /&gt;
 &lt;br /&gt;
==Influencing Factors==&lt;br /&gt;
Base Chance To Hit is also affected by other factors:&lt;br /&gt;
&lt;br /&gt;
* Kneeling: +15% when kneeling.&lt;br /&gt;
* Weapon Grip: -20% when holding a two-handed weapon with one hand.&lt;br /&gt;
* Wounds: -10% per wound up to not beyond -90%.&lt;br /&gt;
* Health: Base Accuracy &amp;amp;times; ( &#039;&#039;&#039;(&#039;&#039;&#039;max health &amp;amp;minus; lost health&#039;&#039;&#039;)&#039;&#039;&#039; &amp;amp;divide; max health )&lt;br /&gt;
&lt;br /&gt;
The above factors are cumulative, so...&lt;br /&gt;
&lt;br /&gt;
*IE. A kneeling soldier (ACC: 65) with two wounds, making a snap shot with a rifle (ACC: 60) would have a grand total of (0.65 * 0.60) + 0.15 - (2 * 0.10) = 0.34, or 34% net chance of hitting the target.&lt;br /&gt;
&lt;br /&gt;
For a full breakdown and example, see:&lt;br /&gt;
&lt;br /&gt;
*The [[Accuracy formula]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Reactions]]&lt;br /&gt;
*[[Accuracy formula]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
*[[Experience#How_Experience_Points_Are_Applied|Experience]]&lt;br /&gt;
*[[Grenade]]s&lt;br /&gt;
*[[Experience Training]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>Themidgethotel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Firing_Accuracy&amp;diff=9538</id>
		<title>Firing Accuracy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Firing_Accuracy&amp;diff=9538"/>
		<updated>2007-01-18T04:32:56Z</updated>

		<summary type="html">&lt;p&gt;Themidgethotel: /* Influencing Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
&lt;br /&gt;
Firing Accuracy is a measure of the soldier&#039;s overall skill at operating any given firearm. In short, it controls how accurate the soldier can be with any given gun.  &lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 40 and 70.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Firing Accuracy increases depending on how many times you &#039;&#039;&#039;hit&#039;&#039;&#039; an &#039;&#039;&#039;enemy&#039;&#039;&#039;. Examples / clarification:&lt;br /&gt;
*If you aim at one alien but hit a different one, it counts. &lt;br /&gt;
*If you hit an alien but don&#039;t do any [[Damage]] because it was too weak for their armor, it counts.&lt;br /&gt;
*If each of the three shots from a single Auto fire burst hits an alien, it counts as three hits.&lt;br /&gt;
*Mind-controlled aliens are &#039;&#039;friendly&#039;&#039; aliens. Hits on MC&#039;d aliens do &#039;&#039;not&#039;&#039; count.  Conversely, hitting soldiers under alien mind control &#039;&#039;does&#039;&#039; count. If you see the red &amp;quot;enemy&amp;quot; flag, the hit will count.&lt;br /&gt;
*[[Area-effect weapons]] (i.e., [[grenade]]s, [[Rocket Launcher|rockets]], [[Blaster Bomb]]s, and even [[Stun Bomb]]s) also count toward Firing Accuracy experience. You will score a &amp;quot;hit&amp;quot; for every alien within the blast&#039;s [[Explosions#HE_Statistics|radius]], regardless of whether they were hurt.&lt;br /&gt;
*Missed shots, hitting friendlies (including MC&#039;d aliens or civilians), shooting scenery, distance to target, rank, etc. - none of these matter or count. &lt;br /&gt;
&lt;br /&gt;
All that matters is that you &#039;&#039;hit&#039;&#039; an enemy. Kills, per se, nor damage matter at all towards Firing Accuracy improvement. Only hits. (Kills do increase your Kill counter, but that&#039;s &#039;&#039;&#039;all&#039;&#039;&#039; - kills don&#039;t otherwise do anything at all for you, as far as is known.)&lt;br /&gt;
&lt;br /&gt;
Weak weapons like pistols and laser pistols mean the alien won&#039;t die as quick, which means more hits, which means more chance of Firing Accuracy improvement. Because their skin is so thick and they have lots of Health, Mutons (and their Silacoid buddies) are great for multiple hits with a weak weapon. For more information, see [[Experience Training]].&lt;br /&gt;
&lt;br /&gt;
You can be awarded up to an average of 4 skill points (range 2-6) per combat mission if you make at least 11 hits. The point award does &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; depend on your current skill level, only on the number of hits. For more particulars on skill-point increases, see [[Experience#How_Experience_Points_Are_Applied|Experience]].&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s Firing Accuracy is capped at 120. However, because you can get a +6 roll when at 119, a soldier can have up to 125 Firing Accuracy (if they&#039;re really lucky!). For more info, see [[Experience#Regarding_Caps|Regarding Caps]].&lt;br /&gt;
&lt;br /&gt;
==Base Chance To Hit==&lt;br /&gt;
Each weapon has an accuracy rating of its own, which, when applied to the soldier&#039;s firing accuracy, gives the soldier&#039;s &amp;quot;base chance to hit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Base Chance To Hit = Firing Accuracy x Weapon Accuracy&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 A soldier with a firing accuracy of 50%, using a weapon with an &lt;br /&gt;
 accuracy rating of 50%, will have a base chance to hit of 25%.&lt;br /&gt;
 &lt;br /&gt;
==Influencing Factors==&lt;br /&gt;
Base Chance To Hit is also affected by other factors:&lt;br /&gt;
&lt;br /&gt;
* Kneeling: +15% when kneeling.&lt;br /&gt;
* Weapon Grip: -20% when holding a two-handed weapon with one hand.&lt;br /&gt;
* Wounds: -10% per wound up to not beyond -90%.&lt;br /&gt;
* Health: Base Accuracy &amp;amp;times; ( &#039;&#039;&#039;(&#039;&#039;&#039;max health &amp;amp;minus; lost health&#039;&#039;&#039;)&#039;&#039;&#039; &amp;amp;divide; max health )&lt;br /&gt;
&lt;br /&gt;
The above factors are cumulative, so...&lt;br /&gt;
IE. A kneeling soldier (ACC: 65) with two wounds, making a snap shot with a rifle (ACC: 60) would have a grand total of (0.65 * 0.60) + 0.15 - (2 * 0.10) = 0.34, or 34% net chance of hitting the target.&lt;br /&gt;
&lt;br /&gt;
For a full breakdown and example, see:&lt;br /&gt;
&lt;br /&gt;
*The [[Accuracy formula]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Reactions]]&lt;br /&gt;
*[[Accuracy formula]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
*[[Experience#How_Experience_Points_Are_Applied|Experience]]&lt;br /&gt;
*[[Grenade]]s&lt;br /&gt;
*[[Experience Training]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>Themidgethotel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Firing_Accuracy&amp;diff=9537</id>
		<title>Firing Accuracy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Firing_Accuracy&amp;diff=9537"/>
		<updated>2007-01-18T04:30:41Z</updated>

		<summary type="html">&lt;p&gt;Themidgethotel: /* Influencing Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
&lt;br /&gt;
Firing Accuracy is a measure of the soldier&#039;s overall skill at operating any given firearm. In short, it controls how accurate the soldier can be with any given gun.  &lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 40 and 70.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Firing Accuracy increases depending on how many times you &#039;&#039;&#039;hit&#039;&#039;&#039; an &#039;&#039;&#039;enemy&#039;&#039;&#039;. Examples / clarification:&lt;br /&gt;
*If you aim at one alien but hit a different one, it counts. &lt;br /&gt;
*If you hit an alien but don&#039;t do any [[Damage]] because it was too weak for their armor, it counts.&lt;br /&gt;
*If each of the three shots from a single Auto fire burst hits an alien, it counts as three hits.&lt;br /&gt;
*Mind-controlled aliens are &#039;&#039;friendly&#039;&#039; aliens. Hits on MC&#039;d aliens do &#039;&#039;not&#039;&#039; count.  Conversely, hitting soldiers under alien mind control &#039;&#039;does&#039;&#039; count. If you see the red &amp;quot;enemy&amp;quot; flag, the hit will count.&lt;br /&gt;
*[[Area-effect weapons]] (i.e., [[grenade]]s, [[Rocket Launcher|rockets]], [[Blaster Bomb]]s, and even [[Stun Bomb]]s) also count toward Firing Accuracy experience. You will score a &amp;quot;hit&amp;quot; for every alien within the blast&#039;s [[Explosions#HE_Statistics|radius]], regardless of whether they were hurt.&lt;br /&gt;
*Missed shots, hitting friendlies (including MC&#039;d aliens or civilians), shooting scenery, distance to target, rank, etc. - none of these matter or count. &lt;br /&gt;
&lt;br /&gt;
All that matters is that you &#039;&#039;hit&#039;&#039; an enemy. Kills, per se, nor damage matter at all towards Firing Accuracy improvement. Only hits. (Kills do increase your Kill counter, but that&#039;s &#039;&#039;&#039;all&#039;&#039;&#039; - kills don&#039;t otherwise do anything at all for you, as far as is known.)&lt;br /&gt;
&lt;br /&gt;
Weak weapons like pistols and laser pistols mean the alien won&#039;t die as quick, which means more hits, which means more chance of Firing Accuracy improvement. Because their skin is so thick and they have lots of Health, Mutons (and their Silacoid buddies) are great for multiple hits with a weak weapon. For more information, see [[Experience Training]].&lt;br /&gt;
&lt;br /&gt;
You can be awarded up to an average of 4 skill points (range 2-6) per combat mission if you make at least 11 hits. The point award does &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; depend on your current skill level, only on the number of hits. For more particulars on skill-point increases, see [[Experience#How_Experience_Points_Are_Applied|Experience]].&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s Firing Accuracy is capped at 120. However, because you can get a +6 roll when at 119, a soldier can have up to 125 Firing Accuracy (if they&#039;re really lucky!). For more info, see [[Experience#Regarding_Caps|Regarding Caps]].&lt;br /&gt;
&lt;br /&gt;
==Base Chance To Hit==&lt;br /&gt;
Each weapon has an accuracy rating of its own, which, when applied to the soldier&#039;s firing accuracy, gives the soldier&#039;s &amp;quot;base chance to hit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Base Chance To Hit = Firing Accuracy x Weapon Accuracy&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 A soldier with a firing accuracy of 50%, using a weapon with an &lt;br /&gt;
 accuracy rating of 50%, will have a base chance to hit of 25%.&lt;br /&gt;
 &lt;br /&gt;
==Influencing Factors==&lt;br /&gt;
Base Chance To Hit is also affected by other factors:&lt;br /&gt;
&lt;br /&gt;
* Kneeling: +15% when kneeling.&lt;br /&gt;
* Weapon Grip: -20% when holding a two-handed weapon with one hand.&lt;br /&gt;
* Wounds: -10% per wound up to not beyond -90%.&lt;br /&gt;
* Health: Base Accuracy &amp;amp;times; ( &#039;&#039;&#039;(&#039;&#039;&#039;max health &amp;amp;minus; lost health&#039;&#039;&#039;)&#039;&#039;&#039; &amp;amp;divide; max health )&lt;br /&gt;
&lt;br /&gt;
The above factors are cumulative, so...&lt;br /&gt;
IE. A kneeling soldier (ACC: 65) with two wounds, making a snap shot with a rifle (ACC: 60) would have ((0.65 * 0.60) + 0.15 - (2 * &lt;br /&gt;
&lt;br /&gt;
For a full breakdown and example, see:&lt;br /&gt;
&lt;br /&gt;
*The [[Accuracy formula]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Reactions]]&lt;br /&gt;
*[[Accuracy formula]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
*[[Experience#How_Experience_Points_Are_Applied|Experience]]&lt;br /&gt;
*[[Grenade]]s&lt;br /&gt;
*[[Experience Training]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>Themidgethotel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Firing_Accuracy&amp;diff=9536</id>
		<title>Firing Accuracy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Firing_Accuracy&amp;diff=9536"/>
		<updated>2007-01-18T04:29:36Z</updated>

		<summary type="html">&lt;p&gt;Themidgethotel: /* Influencing Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
&lt;br /&gt;
Firing Accuracy is a measure of the soldier&#039;s overall skill at operating any given firearm. In short, it controls how accurate the soldier can be with any given gun.  &lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 40 and 70.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Firing Accuracy increases depending on how many times you &#039;&#039;&#039;hit&#039;&#039;&#039; an &#039;&#039;&#039;enemy&#039;&#039;&#039;. Examples / clarification:&lt;br /&gt;
*If you aim at one alien but hit a different one, it counts. &lt;br /&gt;
*If you hit an alien but don&#039;t do any [[Damage]] because it was too weak for their armor, it counts.&lt;br /&gt;
*If each of the three shots from a single Auto fire burst hits an alien, it counts as three hits.&lt;br /&gt;
*Mind-controlled aliens are &#039;&#039;friendly&#039;&#039; aliens. Hits on MC&#039;d aliens do &#039;&#039;not&#039;&#039; count.  Conversely, hitting soldiers under alien mind control &#039;&#039;does&#039;&#039; count. If you see the red &amp;quot;enemy&amp;quot; flag, the hit will count.&lt;br /&gt;
*[[Area-effect weapons]] (i.e., [[grenade]]s, [[Rocket Launcher|rockets]], [[Blaster Bomb]]s, and even [[Stun Bomb]]s) also count toward Firing Accuracy experience. You will score a &amp;quot;hit&amp;quot; for every alien within the blast&#039;s [[Explosions#HE_Statistics|radius]], regardless of whether they were hurt.&lt;br /&gt;
*Missed shots, hitting friendlies (including MC&#039;d aliens or civilians), shooting scenery, distance to target, rank, etc. - none of these matter or count. &lt;br /&gt;
&lt;br /&gt;
All that matters is that you &#039;&#039;hit&#039;&#039; an enemy. Kills, per se, nor damage matter at all towards Firing Accuracy improvement. Only hits. (Kills do increase your Kill counter, but that&#039;s &#039;&#039;&#039;all&#039;&#039;&#039; - kills don&#039;t otherwise do anything at all for you, as far as is known.)&lt;br /&gt;
&lt;br /&gt;
Weak weapons like pistols and laser pistols mean the alien won&#039;t die as quick, which means more hits, which means more chance of Firing Accuracy improvement. Because their skin is so thick and they have lots of Health, Mutons (and their Silacoid buddies) are great for multiple hits with a weak weapon. For more information, see [[Experience Training]].&lt;br /&gt;
&lt;br /&gt;
You can be awarded up to an average of 4 skill points (range 2-6) per combat mission if you make at least 11 hits. The point award does &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; depend on your current skill level, only on the number of hits. For more particulars on skill-point increases, see [[Experience#How_Experience_Points_Are_Applied|Experience]].&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s Firing Accuracy is capped at 120. However, because you can get a +6 roll when at 119, a soldier can have up to 125 Firing Accuracy (if they&#039;re really lucky!). For more info, see [[Experience#Regarding_Caps|Regarding Caps]].&lt;br /&gt;
&lt;br /&gt;
==Base Chance To Hit==&lt;br /&gt;
Each weapon has an accuracy rating of its own, which, when applied to the soldier&#039;s firing accuracy, gives the soldier&#039;s &amp;quot;base chance to hit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Base Chance To Hit = Firing Accuracy x Weapon Accuracy&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 A soldier with a firing accuracy of 50%, using a weapon with an &lt;br /&gt;
 accuracy rating of 50%, will have a base chance to hit of 25%.&lt;br /&gt;
 &lt;br /&gt;
==Influencing Factors==&lt;br /&gt;
Base Chance To Hit is also affected by other factors:&lt;br /&gt;
&lt;br /&gt;
* Kneeling: +15% when kneeling.&lt;br /&gt;
* Weapon Grip: -20% when holding a two-handed weapon with one hand.&lt;br /&gt;
* Wounds: -10% per wound up to not beyond -90%.&lt;br /&gt;
* Health: Base Accuracy &amp;amp;times; ( &#039;&#039;&#039;(&#039;&#039;&#039;max health &amp;amp;minus; lost health&#039;&#039;&#039;)&#039;&#039;&#039; &amp;amp;divide; max health )&lt;br /&gt;
&lt;br /&gt;
The above factors are cumulative, so...&lt;br /&gt;
IE. A kneeling soldier (ACC: 65) with two wounds, making a snap shot with a rifle (ACC: 60) would have (65 * 60)&lt;br /&gt;
&lt;br /&gt;
For a full breakdown and example, see:&lt;br /&gt;
&lt;br /&gt;
*The [[Accuracy formula]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Reactions]]&lt;br /&gt;
*[[Accuracy formula]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
*[[Experience#How_Experience_Points_Are_Applied|Experience]]&lt;br /&gt;
*[[Grenade]]s&lt;br /&gt;
*[[Experience Training]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>Themidgethotel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Firing_Accuracy&amp;diff=9535</id>
		<title>Firing Accuracy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Firing_Accuracy&amp;diff=9535"/>
		<updated>2007-01-18T04:27:34Z</updated>

		<summary type="html">&lt;p&gt;Themidgethotel: /* Influencing Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
&lt;br /&gt;
Firing Accuracy is a measure of the soldier&#039;s overall skill at operating any given firearm. In short, it controls how accurate the soldier can be with any given gun.  &lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 40 and 70.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Firing Accuracy increases depending on how many times you &#039;&#039;&#039;hit&#039;&#039;&#039; an &#039;&#039;&#039;enemy&#039;&#039;&#039;. Examples / clarification:&lt;br /&gt;
*If you aim at one alien but hit a different one, it counts. &lt;br /&gt;
*If you hit an alien but don&#039;t do any [[Damage]] because it was too weak for their armor, it counts.&lt;br /&gt;
*If each of the three shots from a single Auto fire burst hits an alien, it counts as three hits.&lt;br /&gt;
*Mind-controlled aliens are &#039;&#039;friendly&#039;&#039; aliens. Hits on MC&#039;d aliens do &#039;&#039;not&#039;&#039; count.  Conversely, hitting soldiers under alien mind control &#039;&#039;does&#039;&#039; count. If you see the red &amp;quot;enemy&amp;quot; flag, the hit will count.&lt;br /&gt;
*[[Area-effect weapons]] (i.e., [[grenade]]s, [[Rocket Launcher|rockets]], [[Blaster Bomb]]s, and even [[Stun Bomb]]s) also count toward Firing Accuracy experience. You will score a &amp;quot;hit&amp;quot; for every alien within the blast&#039;s [[Explosions#HE_Statistics|radius]], regardless of whether they were hurt.&lt;br /&gt;
*Missed shots, hitting friendlies (including MC&#039;d aliens or civilians), shooting scenery, distance to target, rank, etc. - none of these matter or count. &lt;br /&gt;
&lt;br /&gt;
All that matters is that you &#039;&#039;hit&#039;&#039; an enemy. Kills, per se, nor damage matter at all towards Firing Accuracy improvement. Only hits. (Kills do increase your Kill counter, but that&#039;s &#039;&#039;&#039;all&#039;&#039;&#039; - kills don&#039;t otherwise do anything at all for you, as far as is known.)&lt;br /&gt;
&lt;br /&gt;
Weak weapons like pistols and laser pistols mean the alien won&#039;t die as quick, which means more hits, which means more chance of Firing Accuracy improvement. Because their skin is so thick and they have lots of Health, Mutons (and their Silacoid buddies) are great for multiple hits with a weak weapon. For more information, see [[Experience Training]].&lt;br /&gt;
&lt;br /&gt;
You can be awarded up to an average of 4 skill points (range 2-6) per combat mission if you make at least 11 hits. The point award does &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; depend on your current skill level, only on the number of hits. For more particulars on skill-point increases, see [[Experience#How_Experience_Points_Are_Applied|Experience]].&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s Firing Accuracy is capped at 120. However, because you can get a +6 roll when at 119, a soldier can have up to 125 Firing Accuracy (if they&#039;re really lucky!). For more info, see [[Experience#Regarding_Caps|Regarding Caps]].&lt;br /&gt;
&lt;br /&gt;
==Base Chance To Hit==&lt;br /&gt;
Each weapon has an accuracy rating of its own, which, when applied to the soldier&#039;s firing accuracy, gives the soldier&#039;s &amp;quot;base chance to hit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Base Chance To Hit = Firing Accuracy x Weapon Accuracy&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 A soldier with a firing accuracy of 50%, using a weapon with an &lt;br /&gt;
 accuracy rating of 50%, will have a base chance to hit of 25%.&lt;br /&gt;
 &lt;br /&gt;
==Influencing Factors==&lt;br /&gt;
Base Chance To Hit is also affected by other factors:&lt;br /&gt;
&lt;br /&gt;
* Kneeling: +15% when kneeling.&lt;br /&gt;
* Weapon Grip: -20% when holding a two-handed weapon with one hand.&lt;br /&gt;
* Wounds: -10% per wound up to not beyond -90%.&lt;br /&gt;
* Health: Base Accuracy &amp;amp;times; ( &#039;&#039;&#039;(&#039;&#039;&#039;max health &amp;amp;minus; lost health&#039;&#039;&#039;)&#039;&#039;&#039; &amp;amp;divide; max health )&lt;br /&gt;
&lt;br /&gt;
The above factors are cumulative, so...&lt;br /&gt;
IE. A kneeling soldier (ACC: 65) with two wounds, carrying a rifle (ACC: would have (100&lt;br /&gt;
&lt;br /&gt;
For a full breakdown and example, see:&lt;br /&gt;
&lt;br /&gt;
*The [[Accuracy formula]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Reactions]]&lt;br /&gt;
*[[Accuracy formula]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
*[[Experience#How_Experience_Points_Are_Applied|Experience]]&lt;br /&gt;
*[[Grenade]]s&lt;br /&gt;
*[[Experience Training]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>Themidgethotel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Firing_Accuracy&amp;diff=9534</id>
		<title>Firing Accuracy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Firing_Accuracy&amp;diff=9534"/>
		<updated>2007-01-18T04:26:35Z</updated>

		<summary type="html">&lt;p&gt;Themidgethotel: /* Influencing Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
&lt;br /&gt;
Firing Accuracy is a measure of the soldier&#039;s overall skill at operating any given firearm. In short, it controls how accurate the soldier can be with any given gun.  &lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 40 and 70.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Firing Accuracy increases depending on how many times you &#039;&#039;&#039;hit&#039;&#039;&#039; an &#039;&#039;&#039;enemy&#039;&#039;&#039;. Examples / clarification:&lt;br /&gt;
*If you aim at one alien but hit a different one, it counts. &lt;br /&gt;
*If you hit an alien but don&#039;t do any [[Damage]] because it was too weak for their armor, it counts.&lt;br /&gt;
*If each of the three shots from a single Auto fire burst hits an alien, it counts as three hits.&lt;br /&gt;
*Mind-controlled aliens are &#039;&#039;friendly&#039;&#039; aliens. Hits on MC&#039;d aliens do &#039;&#039;not&#039;&#039; count.  Conversely, hitting soldiers under alien mind control &#039;&#039;does&#039;&#039; count. If you see the red &amp;quot;enemy&amp;quot; flag, the hit will count.&lt;br /&gt;
*[[Area-effect weapons]] (i.e., [[grenade]]s, [[Rocket Launcher|rockets]], [[Blaster Bomb]]s, and even [[Stun Bomb]]s) also count toward Firing Accuracy experience. You will score a &amp;quot;hit&amp;quot; for every alien within the blast&#039;s [[Explosions#HE_Statistics|radius]], regardless of whether they were hurt.&lt;br /&gt;
*Missed shots, hitting friendlies (including MC&#039;d aliens or civilians), shooting scenery, distance to target, rank, etc. - none of these matter or count. &lt;br /&gt;
&lt;br /&gt;
All that matters is that you &#039;&#039;hit&#039;&#039; an enemy. Kills, per se, nor damage matter at all towards Firing Accuracy improvement. Only hits. (Kills do increase your Kill counter, but that&#039;s &#039;&#039;&#039;all&#039;&#039;&#039; - kills don&#039;t otherwise do anything at all for you, as far as is known.)&lt;br /&gt;
&lt;br /&gt;
Weak weapons like pistols and laser pistols mean the alien won&#039;t die as quick, which means more hits, which means more chance of Firing Accuracy improvement. Because their skin is so thick and they have lots of Health, Mutons (and their Silacoid buddies) are great for multiple hits with a weak weapon. For more information, see [[Experience Training]].&lt;br /&gt;
&lt;br /&gt;
You can be awarded up to an average of 4 skill points (range 2-6) per combat mission if you make at least 11 hits. The point award does &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; depend on your current skill level, only on the number of hits. For more particulars on skill-point increases, see [[Experience#How_Experience_Points_Are_Applied|Experience]].&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s Firing Accuracy is capped at 120. However, because you can get a +6 roll when at 119, a soldier can have up to 125 Firing Accuracy (if they&#039;re really lucky!). For more info, see [[Experience#Regarding_Caps|Regarding Caps]].&lt;br /&gt;
&lt;br /&gt;
==Base Chance To Hit==&lt;br /&gt;
Each weapon has an accuracy rating of its own, which, when applied to the soldier&#039;s firing accuracy, gives the soldier&#039;s &amp;quot;base chance to hit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Base Chance To Hit = Firing Accuracy x Weapon Accuracy&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 A soldier with a firing accuracy of 50%, using a weapon with an &lt;br /&gt;
 accuracy rating of 50%, will have a base chance to hit of 25%.&lt;br /&gt;
 &lt;br /&gt;
==Influencing Factors==&lt;br /&gt;
Base Chance To Hit is also affected by other factors:&lt;br /&gt;
&lt;br /&gt;
* Kneeling: +15% when kneeling.&lt;br /&gt;
* Weapon Grip: -20% when holding a two-handed weapon with one hand.&lt;br /&gt;
* Wounds: -10% per wound up to not beyond -90%.&lt;br /&gt;
* Health: Base Accuracy &amp;amp;times; ( &#039;&#039;&#039;(&#039;&#039;&#039;max health &amp;amp;minus; lost health&#039;&#039;&#039;)&#039;&#039;&#039; &amp;amp;divide; max health )&lt;br /&gt;
&lt;br /&gt;
The above factors are cumulative, so...&lt;br /&gt;
IE. A kneeling soldier with two wounds would have (100&lt;br /&gt;
&lt;br /&gt;
For a full breakdown and example, see:&lt;br /&gt;
&lt;br /&gt;
*The [[Accuracy formula]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Reactions]]&lt;br /&gt;
*[[Accuracy formula]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
*[[Experience#How_Experience_Points_Are_Applied|Experience]]&lt;br /&gt;
*[[Grenade]]s&lt;br /&gt;
*[[Experience Training]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>Themidgethotel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Firing_Accuracy&amp;diff=9533</id>
		<title>Firing Accuracy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Firing_Accuracy&amp;diff=9533"/>
		<updated>2007-01-18T04:24:35Z</updated>

		<summary type="html">&lt;p&gt;Themidgethotel: /* Influencing Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
&lt;br /&gt;
Firing Accuracy is a measure of the soldier&#039;s overall skill at operating any given firearm. In short, it controls how accurate the soldier can be with any given gun.  &lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 40 and 70.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Firing Accuracy increases depending on how many times you &#039;&#039;&#039;hit&#039;&#039;&#039; an &#039;&#039;&#039;enemy&#039;&#039;&#039;. Examples / clarification:&lt;br /&gt;
*If you aim at one alien but hit a different one, it counts. &lt;br /&gt;
*If you hit an alien but don&#039;t do any [[Damage]] because it was too weak for their armor, it counts.&lt;br /&gt;
*If each of the three shots from a single Auto fire burst hits an alien, it counts as three hits.&lt;br /&gt;
*Mind-controlled aliens are &#039;&#039;friendly&#039;&#039; aliens. Hits on MC&#039;d aliens do &#039;&#039;not&#039;&#039; count.  Conversely, hitting soldiers under alien mind control &#039;&#039;does&#039;&#039; count. If you see the red &amp;quot;enemy&amp;quot; flag, the hit will count.&lt;br /&gt;
*[[Area-effect weapons]] (i.e., [[grenade]]s, [[Rocket Launcher|rockets]], [[Blaster Bomb]]s, and even [[Stun Bomb]]s) also count toward Firing Accuracy experience. You will score a &amp;quot;hit&amp;quot; for every alien within the blast&#039;s [[Explosions#HE_Statistics|radius]], regardless of whether they were hurt.&lt;br /&gt;
*Missed shots, hitting friendlies (including MC&#039;d aliens or civilians), shooting scenery, distance to target, rank, etc. - none of these matter or count. &lt;br /&gt;
&lt;br /&gt;
All that matters is that you &#039;&#039;hit&#039;&#039; an enemy. Kills, per se, nor damage matter at all towards Firing Accuracy improvement. Only hits. (Kills do increase your Kill counter, but that&#039;s &#039;&#039;&#039;all&#039;&#039;&#039; - kills don&#039;t otherwise do anything at all for you, as far as is known.)&lt;br /&gt;
&lt;br /&gt;
Weak weapons like pistols and laser pistols mean the alien won&#039;t die as quick, which means more hits, which means more chance of Firing Accuracy improvement. Because their skin is so thick and they have lots of Health, Mutons (and their Silacoid buddies) are great for multiple hits with a weak weapon. For more information, see [[Experience Training]].&lt;br /&gt;
&lt;br /&gt;
You can be awarded up to an average of 4 skill points (range 2-6) per combat mission if you make at least 11 hits. The point award does &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; depend on your current skill level, only on the number of hits. For more particulars on skill-point increases, see [[Experience#How_Experience_Points_Are_Applied|Experience]].&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s Firing Accuracy is capped at 120. However, because you can get a +6 roll when at 119, a soldier can have up to 125 Firing Accuracy (if they&#039;re really lucky!). For more info, see [[Experience#Regarding_Caps|Regarding Caps]].&lt;br /&gt;
&lt;br /&gt;
==Base Chance To Hit==&lt;br /&gt;
Each weapon has an accuracy rating of its own, which, when applied to the soldier&#039;s firing accuracy, gives the soldier&#039;s &amp;quot;base chance to hit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Base Chance To Hit = Firing Accuracy x Weapon Accuracy&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 A soldier with a firing accuracy of 50%, using a weapon with an &lt;br /&gt;
 accuracy rating of 50%, will have a base chance to hit of 25%.&lt;br /&gt;
 &lt;br /&gt;
==Influencing Factors==&lt;br /&gt;
Base Chance To Hit is also affected by other factors:&lt;br /&gt;
&lt;br /&gt;
* Kneeling: +15% when kneeling.&lt;br /&gt;
* Weapon Grip: -20% when holding a two-handed weapon with one hand.&lt;br /&gt;
* Wounds: -10% per wound up to not beyond -90%.&lt;br /&gt;
* Health: Base Accuracy &amp;amp;times; ( &#039;&#039;&#039;(&#039;&#039;&#039;max health &amp;amp;minus; lost health&#039;&#039;&#039;)&#039;&#039;&#039; &amp;amp;divide; max health )&lt;br /&gt;
&lt;br /&gt;
For a full breakdown and example, see:&lt;br /&gt;
&lt;br /&gt;
*The [[Accuracy formula]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Reactions]]&lt;br /&gt;
*[[Accuracy formula]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
*[[Experience#How_Experience_Points_Are_Applied|Experience]]&lt;br /&gt;
*[[Grenade]]s&lt;br /&gt;
*[[Experience Training]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>Themidgethotel</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Battlescape&amp;diff=9529</id>
		<title>Battlescape</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Battlescape&amp;diff=9529"/>
		<updated>2007-01-18T01:12:31Z</updated>

		<summary type="html">&lt;p&gt;Themidgethotel: /* How to end a mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{STUB}}&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
The battlescape is the tactical portion of the game where all the action takes place. Soldiers and aliens live, fight and die on the battlescape. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Editor Summary: Description of the battlescape. Types of missions. Geography and terrain information. Brief explanation on common battlescape features.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Playing Board=&lt;br /&gt;
&lt;br /&gt;
The battle takes place on a small layered tile map. Maps will have dimensions that range between 40 to 60 tiles in width and height and have either 2 or 4 map layers. &lt;br /&gt;
&lt;br /&gt;
:In X-Com UFO, exterior maps always have 4 elevations and can have areas of 40 to 50 square tiles. Interior maps always have 2 elevations and are always played in 60 square tile areas. &lt;br /&gt;
&lt;br /&gt;
:TFTD differs slightly in that interior maps use 4 elevations except the maps in the final level, which only use 2 per map. &lt;br /&gt;
&lt;br /&gt;
The map - we&#039;ll call it the physical map - details all structures (walls), obstructions (walls, objects and foliage), ceilings(or floors), floors (or ceilings, as the case may be), etc. The general look of the battlescape is determined by the mission, the aircraft that have landed at the site and the area the mission was initiated. &lt;br /&gt;
&lt;br /&gt;
Everything on the map is static by nature. They do not change until they are damaged by weapons fire. &lt;br /&gt;
&lt;br /&gt;
In addition to the physical map, there is a lighting map that controls the level lighting and a map for the shroud of war. The lighting map is self explanatory, it determines the lighting levels of the whole map. It consists of an ambient light level to represent the time of the day and fixed light sources. It also consists of all roving light sources, which are made up of player controlled units, flares and fires. &lt;br /&gt;
&lt;br /&gt;
The shroud of war, or fog of war, is common in many strategy games to represent areas that have not been seen or visited. In effect, areas of the map are coated in black until a friendly unit looks at it. From then on, the fog is lifted for the rest of mission. &lt;br /&gt;
&lt;br /&gt;
It must be noted that gravity in the battlescape does not apply to any map features, except the units and objects that can be picked up by units. &lt;br /&gt;
&lt;br /&gt;
=The Playing Pieces=&lt;br /&gt;
&amp;lt;small&amp;gt;Editor note: The units and equipment on the battlescape and how they interact. Unit stats, weapon stats, inventories, other non-combat tools, objects that can be picked up, etc.&amp;lt;/small&amp;gt; &lt;br /&gt;
&lt;br /&gt;
On a map, soldiers, aliens and sometimes civilians interact with each other. Generally by way of projectile weapons. &lt;br /&gt;
&lt;br /&gt;
=Combat Damage Model= &lt;br /&gt;
All discussion on how damage is dealt and received by units. Covers damage, armour, explosions. &lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
Brief explanation of psi, etc. &lt;br /&gt;
=Battlescape Interface=&lt;br /&gt;
Screenshot and explanation of all those buttons.&lt;br /&gt;
=How to end a mission=&lt;br /&gt;
Missions can end in a variety of ways, whether it is the choice of the player to end the mission or if either side is victorious.&lt;br /&gt;
&lt;br /&gt;
Humans win if:&lt;br /&gt;
1) All aliens die or are incapacitated using the Stun Rod or the Stun Gun.&lt;br /&gt;
&lt;br /&gt;
Aliens win if:&lt;br /&gt;
1) All human soldiers are killed or are incapacitated.&lt;br /&gt;
2) Player hits &#039;Lift Off&#039; button with 1 or more soldiers in the dropship. Anything not on the dropship is lost forever. Evaluation Points lost due to this form of defeat can be negated considerably by having all equipment/soldiers/tanks/etc. on-board the dropship during liftoff. Best if used when one knows that they&#039;re going to lose, and decides to pull out with minor losses rather than lose everything.&lt;/div&gt;</summary>
		<author><name>Themidgethotel</name></author>
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