cRPG
cRPG => Suggestions Corner => Topic started by: owens on January 18, 2013, 01:31:49 pm
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So I have already suggested turn rate by moment of inertia. Alas I after doing some sums I found that the values to each end of the spectrum were far to extreme.
This is due to massive variation in weapon reach 40 to 300
So I did some more thinking and thought what if we had more variables. wpf and str were my subjects.
So now
turn_difficulty = (some_factor1)*(mass-(some_factor2*str))*(length-(wpf*some_factor3))^2
------------------> some_factor3 should not have the same constant for each weapon type
------------------> some_factor1 is from moment of inertia and should vary upon weapon weight distribution
------------------> any neccesary factors for the below equation can be included within some_factor1
turn_rate = (vanilla_turn_rate)/(turn_difficulty)
So being stronger and more proficient is better. However for longer weapons proficiency is more important than strength.
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Are you saying the new turn rate calcs are too extreme, or your old suggestion was too extreme :?
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In the future turn rates will be done by hand for each weapon. Until then we'll keep the current formular I think.
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His old suggestion was too extreme.
I thought it would nice if each weapon had an optimum build. (In respect to turn rate)