Author Topic: Turn rate  (Read 379 times)

0 Members and 1 Guest are viewing this topic.

Offline owens

  • Earl
  • ******
  • Renown: 436
  • Infamy: 389
  • cRPG Player
  • PK_BALLA
    • View Profile
    • Our Website
  • Faction: Persian Kittens
  • Game nicks: PK's nice guy
  • IRC nick: PK world tour pm to donate
Turn rate
« on: January 18, 2013, 01:31:49 pm »
0
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.
PK is back

PK is a collection of elites from throughout modern and ancient history. Giants of Calradia individually, as a group these gods of combat shatter all expectations and ascend to a higher plain of victory that only a few have seen before.

Offline Rumblood

  • King
  • **********
  • Renown: 1199
  • Infamy: 420
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Game nicks: GrannPappy
Re: Turn rate
« Reply #1 on: January 18, 2013, 05:12:11 pm »
0
Are you saying the new turn rate calcs are too extreme, or your old suggestion was too extreme  :?
"I don't think much of a man who is not wiser today than he was yesterday" – Abraham Lincoln

visitors can't see pics , please register or login

Offline Paul

  • Developer
  • ******
  • Renown: 1879
  • Infamy: 442
  • cRPG Player A Gentleman and a Scholar
  • ball bounce boss
    • View Profile
  • IRC nick: Urist
Re: Turn rate
« Reply #2 on: January 18, 2013, 06:21:05 pm »
0
In the future turn rates will be done by hand for each weapon. Until then we'll keep the current formular I think.

Offline [Ant]

  • Noble
  • **
  • Renown: 19
  • Infamy: 9
  • cRPG Player
    • View Profile
Re: Turn rate
« Reply #3 on: January 19, 2013, 12:06:09 am »
0
His old suggestion was too extreme.


 I thought it would nice if each weapon had an optimum build. (In respect to turn rate)