cRPG

cRPG => Suggestions Corner => Topic started by: EponiCo on March 21, 2011, 01:21:44 pm

Title: Wind & Gravity
Post by: EponiCo on March 21, 2011, 01:21:44 pm
Since in the future the devs might be able to change hardcoded values, would it be possible to add to the game mechanics?
I've always wanted to see something like wind to make archery harder. On map start there could be a random roll that determines wind strength and direction and all arrows are then affected by this. So if you are shooting sideways to the wind on long range you have to lead much on a short range a little and if you then turn around and shoot directly into the wind you don't have to lead at all but your range is shorter. You could have a windrose display with exact values or just have some general info ("the wind is strong and comes from over there") and let the archer figure it out himself.
Also gravity seems a bit to little for me on projectiles.
Title: Re: Wind & Gravity
Post by: Vicious666 on March 21, 2011, 01:23:00 pm
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Title: Re: Wind & Gravity
Post by: La Makina on March 21, 2011, 02:39:34 pm
This would be a good alternative to nerfing archery.

May your thread be more successful than mine:
http://forums.taleworlds.com/index.php/topic,148558.msg3574345.html#msg3574345 (http://forums.taleworlds.com/index.php/topic,148558.msg3574345.html#msg3574345)
Title: Re: Wind & Gravity
Post by: Tears of Destiny on March 21, 2011, 04:25:32 pm
While this would be interesting, this is impossible with the game engine. Also I would only support this if the trees also blew with the wind.

As for nerfinh archery, considering how sensitive projectiles are in this game to speed changes for damage influence, do you really want an archer to shoot With the wind?
Title: Re: Wind & Gravity
Post by: EponiCo on March 21, 2011, 08:18:18 pm
This would be a good alternative to nerfing archery.

May your thread be more successful than mine:
http://forums.taleworlds.com/index.php/topic,148558.msg3574345.html#msg3574345 (http://forums.taleworlds.com/index.php/topic,148558.msg3574345.html#msg3574345)

Well, doesn't look like it. I guess too few people are playing sailing sims. ;)

While this would be interesting, this is impossible with the game engine. Also I would only support this if the trees also blew with the wind.

As for nerfinh archery, considering how sensitive projectiles are in this game to speed changes for damage influence, do you really want an archer to shoot With the wind?

If you go with the wind the arrow would still be slower than point blanc (since unless it's a hurricane wind speed is lower), it would only increase range before damage lessens.
Title: Re: Wind & Gravity
Post by: Tears of Destiny on March 21, 2011, 08:36:59 pm
Did you say that from the perspective of realism, or the perspective of this game engine that we are forced to use?

If you start adding in-game vectors for wind then you will increase arrow speed if traveling along that vector, and this game has proven that even a small increase in speed lends significant amounts of damage increase.

If we were to add wind direction that slows down or speeds up the deceleration of range while also adding a deviation sideways without adding or subracting speed from that, then it is impossible with this game engine as well as being overly-complex from an engineering perspective.

EDIT: As for real life, shooting with the wind actually does help as much as shooting against it hurts you. However this is not as noticable due to the extremely fast arrow speeds in real life. Since in cRPG the arrow speeds are snail rounds, any change to speed is going to be extremely noticable, and again, this means that the damage is going to be significantly effected. cRPG uses snail rounds, thus any change in velocity will be very apparent.
Title: Re: Wind & Gravity
Post by: Joxer on March 21, 2011, 09:48:04 pm
Wind wouldn't affect trajectory to any significant degree so it would be lots of coding for tiny effect.