Difference between revisions of "Move Speed"

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(→‎Offsets: Minigun)
(New Structure and new example. Removed template "Rewrite")
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{{rewrite|reason=Cleanup and clarification. Exact order of operations/equation for calculating different factors is needed}}{{Stat
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{{Stat
 
| default base value = 3.0
 
| default base value = 3.0
 
| to string style = FloatTwo
 
| to string style = FloatTwo
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}}
 
}}
  
The base move speed of a [[human]] is {{Q|Human|Move Speed Base}} c/s. First of all this is mainly affected by:
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== Factors ==
* [[Moving|Moving capacity]]: [[Moving Importance::1|100%]] importance, no allowed defect. [[Moving Limit::-|No]] Max. Note that injuries to body parts including legs, feet, and toes, all reducing the Moving capacity, which in turn reduces move speed. Similarly, [[Bad back]] and [[Frail]] conditions do also. [[Pain]] reduces [[Consciousness]] which in turn reducing Moving, and thus also Move speed.
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=== Offsets ===
 
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First of all the following offsets are applied to the [[Property:Move Speed Base|Move Speed Base]] value.
== Offsets ==
 
The following offsets affect {{PAGENAME}}. They are applied after the Moving capacity.
 
 
* '''Traits'''
 
* '''Traits'''
** [[Traits#Jogger|Jogger]]: +0.4 c/s
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** [[Traits#Jogger|Jogger]]: {{+|0.4 c/s}}
** [[Traits#Fast walker|Fast walker]]: +0.2 c/s
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** [[Traits#Fast walker|Fast walker]]: {{+|0.2 c/s}}
** [[Traits#Slowpoke|Slowpoke]]: −0.2 c/s
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** [[Traits#Slowpoke|Slowpoke]]: {{--|0.2 c/s}}
 
* '''Gear'''
 
* '''Gear'''
** [[Minigun]]: −0.25 c/s
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** [[Minigun]]: {{--|0.25 c/s}}
** [[Plate armor]]: −0.80 c/s
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** [[Plate armor]]: {{--|0.80 c/s}}
** [[Flak vest]]: −0.12 c/s
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** [[Flak vest]]: {{--|0.12 c/s}}
** [[Flak pants]]: −0.12 c/s
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** [[Flak pants]]: {{--|0.12 c/s}}
** [[Flak jacket]]: −0.12 c/s
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** [[Flak jacket]]: {{--|0.12 c/s}}
** [[Marine armor]]: −0.40 c/s
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** [[Marine armor]]: {{--|0.40 c/s}}
** [[Cataphract armor]] {{RoyaltyIcon}}: −0.80 c/s
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** [[Cataphract armor]] {{RoyaltyIcon}}: {{--|0.80 c/s}}
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 +
=== Factors ===
 +
The following factors are applied after the ''Offsets''.
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* '''[[Moving|Moving capacity]]''': [[Moving Importance::1|100%]] importance, no allowed defect. [[Moving Limit::-|No]] Max (effectively 311%).
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* '''[[Inspiration#Go frenzy|Go frenzy]]''' (inspiration): '''x140%'''
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* '''[[Light]]''': '''Up to x80%''' for light values of less than 30%. Blind and darkness-preferring{{IdeologyIcon}} humans are unaffected.
  
== Factors ==
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=== External factors ===
The following factors affect {{PAGENAME}}. They are applied after the offsets.
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The following factors do not show up in the pawn stat GUI and are applied after the ''Post factors''.
* '''Inspirations'''
 
** [[Inspiration#Go frenzy|Go frenzy]]: x140%
 
 
* '''[[Floors]]''' and '''[[Terrain]]'''
 
* '''[[Floors]]''' and '''[[Terrain]]'''
** ''Chest-deep moving water'': x22%
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** Chest-deep moving water: '''x22%'''
** ''Marsh'', ''Shallow ocean water'', ''Shallow water'' and ''Shallow moving water'': x30%
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** Marsh, Shallow ocean water, Shallow water and Shallow moving water: '''x30%'''
** ''Marshy soil'': x46%
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** Marshy soil: '''x46%'''
** ''Mud'', ''Soft sand'' and ''Ice'': x52%
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** Mud, Soft sand and Ice: '''x52%'''
** ''Sand'': x76%
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** Sand: '''x76%'''
** ''Lichen-covered soil'': x81%
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** Lichen-covered soil: '''x81%'''
** ''Soil'', ''Stony soil'', ''Rich soil'', [[Rough stone]] and [[Rough-hewn stone]]: x87%
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** Soil, Stony soil, Rich soil, [[Rough stone]] and [[Rough-hewn stone]]: '''x87%'''
** [[Straw matting]]: x93%
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** [[Straw matting]]: '''x93%'''
 
* '''[[Snow]]'''
 
* '''[[Snow]]'''
** ''Thin'': x76%
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** Thin: '''x76%'''
** ''Medium'': x62%
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** Medium: '''x62%'''
** ''Thick'': x52%
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** Thick: '''x52%'''
 
* '''[[Weather]]'''
 
* '''[[Weather]]'''
** ''Rain'' and ''Foggy rain'': x90%
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** Rain and Foggy rain: '''x90%'''
** ''Rainy thunderstorm'' and ''Hard snow'': x80%
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** Rainy thunderstorm and Hard snow: '''x80%'''
* '''[[Light]]'''
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** Up to x80% from light values of less than 30%. Blind and {{IdeologyIcon}}darkness-preferring humans are unaffected.
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== Example ==
 +
Moving speed of a particular pawn can be calculated using the following formula:
 +
 
 +
'''Moving speed''' = (Base value + Offsets) × Factors × External factors
  
==Notes==
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Let us calculate how fast a human could possibly go. It would have the following values:
The speed decrease from gear occurs before bonuses or maluses to the Movement capacity. i.e. (4.6-Speed Penalties) * Movement
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* Base value: '''{{Q|human|Move Speed Base}} c/s'''
So while a normal human moves at 4.6c/s, and a human in a flak vest moves at 4.48c/s for a difference of -0.12c/s, a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn in a flak vest would move at 6.72c/s for a difference of -0.18c/s.
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* Offset: {{+|0.4 c/s}} ([[Traits#Jogger|Jogger]] trait)
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* Factors:
 +
** Moving capacity: '''×311%''' ([[bionic heart]], two [[archotech leg]]s, high on [[luciferium]], [[go-juice]], [[wake-up]] and [[yayo]]).
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** [[Inspiration#Go frenzy|Go frenzy]] inspiration: '''×140%'''
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* External factor: '''×100%'''
  
The speed increases and decrease from traits occurs before bonuses or maluses to the Movement capacity. i.e. (4.6-Speed Penalties) * Movement
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'''Moving speed''' = ({{Q|human|Move Speed Base}} c/s + 0.4 c/s) × (3.11 × 1.4) × 1 = '''21.77 c/s'''
So while a normal human moves at 4.6c/s, and a jogger human moves at 5.00c/s for a difference of 0.40/s, a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn as a jogger would move at 7.50c/s for a difference of +0.60c/s.
 
  
 
{{nav|stats|wide}}
 
{{nav|stats|wide}}

Revision as of 18:55, 23 November 2021

Move Speed is a stat: Speed of movement in cells per second (c/s).

Factors

Offsets

First of all the following offsets are applied to the Move Speed Base value.

Factors

The following factors are applied after the Offsets.

  • Moving capacity: 100% importance, no allowed defect. No Max (effectively 311%).
  • Go frenzy (inspiration): x140%
  • Light: Up to x80% for light values of less than 30%. Blind and darkness-preferringContent added by the Ideology DLC humans are unaffected.

External factors

The following factors do not show up in the pawn stat GUI and are applied after the Post factors.

  • Floors and Terrain
    • Chest-deep moving water: x22%
    • Marsh, Shallow ocean water, Shallow water and Shallow moving water: x30%
    • Marshy soil: x46%
    • Mud, Soft sand and Ice: x52%
    • Sand: x76%
    • Lichen-covered soil: x81%
    • Soil, Stony soil, Rich soil, Rough stone and Rough-hewn stone: x87%
    • Straw matting: x93%
  • Snow
    • Thin: x76%
    • Medium: x62%
    • Thick: x52%
  • Weather
    • Rain and Foggy rain: x90%
    • Rainy thunderstorm and Hard snow: x80%

Example

Moving speed of a particular pawn can be calculated using the following formula:

Moving speed = (Base value + Offsets) × Factors × External factors

Let us calculate how fast a human could possibly go. It would have the following values:

Moving speed = (4.6 c/s + 0.4 c/s) × (3.11 × 1.4) × 1 = 21.77 c/s