Author Topic: Adding "wind" for projectiles.  (Read 3299 times)

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Offline Thomek

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Adding "wind" for projectiles.
« on: May 24, 2011, 10:54:11 am »
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Would this be possible?

At beginning of round, you get a short summary of wind conditions. For it to be realistic you would also need a compass, or at least a hint of directions.. But this is not necessary.

Simplified it could be implemented as a factor in leading projectiles left or right. (independent of shooting direction)

This would add another skill layer to archery that should be returned in damage or other stats.

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Offline Riddaren

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Re: Adding "wind" for projectiles.
« Reply #1 on: May 24, 2011, 11:42:10 am »
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Very nice idea but it doesn't feel like this could be created by a modder but I hope I'm wrong.
"Any" suggestion that would increase the gap between a good player and a bad is a good one imo.
« Last Edit: May 24, 2011, 11:46:16 am by Riddaren »

Offline Ozin

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Re: Adding "wind" for projectiles.
« Reply #2 on: May 24, 2011, 11:49:41 am »
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Ah yes, that would be awesome.. Anyone remember sniping in the old Delta Force games? Wind and distance (travel time and drop) was a major factor to sniping in those games, was epic.

Offline hyena

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Re: Adding "wind" for projectiles.
« Reply #3 on: May 24, 2011, 11:51:59 am »
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Well if you wanted something like this then you would have to adjust the crosshair.

The problem is, its well and good having more realistic conditions for shooting but since the Crosshair already adds a degree of random trajectory changes, it would be impossible to really predict and compensate for any more external factors. If you wanted to add windage, you would need to eliminate the above, otherwise its going to make it just horribly hard to hit anything (and more relying on blind luck)

If you want that sort of stuff, and enjoy sitting with a windometer working out a shot then ArmA2 is a good game for it.

Offline chadz

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Re: Adding "wind" for projectiles.
« Reply #4 on: May 24, 2011, 11:53:54 am »
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I'd be all for reducing randomness and increasing skill based things.

It's definately not possible without WSE, but maybe with.

Offline Christo

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Re: Adding "wind" for projectiles.
« Reply #5 on: May 24, 2011, 12:00:24 pm »
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I had no archer in cRPG, but I like the idea myself, too.  :)
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Offline hyena

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Re: Adding "wind" for projectiles.
« Reply #6 on: May 24, 2011, 12:01:46 pm »
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How would you work it out? Something like arrows in the bottom corner that got longer/changed colour according to wind strength?

I like the idea personally, would make more sense then random chance.

Offline Christo

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Re: Adding "wind" for projectiles.
« Reply #7 on: May 24, 2011, 12:04:10 pm »
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Maybe the website Weather Report should be integrated into the game, when a round starts.

With information on the wind, of course.


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Offline Tavuk_Bey

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Re: Adding "wind" for projectiles.
« Reply #8 on: May 24, 2011, 12:04:52 pm »
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finally a challenge for my old friendchers. +9000
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Offline Paul

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Re: Adding "wind" for projectiles.
« Reply #9 on: May 24, 2011, 01:03:47 pm »
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I doubt that we'll mess around in the trajectory code.

Offline Bulzur

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Re: Adding "wind" for projectiles.
« Reply #10 on: May 24, 2011, 01:37:38 pm »
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Would this be possible?

At beginning of round, you get a short summary of wind conditions. For it to be realistic you would also need a compass, or at least a hint of directions.. But this is not necessary.

Simplified it could be implemented as a factor in leading projectiles left or right. (independent of shooting direction)

This would add another skill layer to archery that should be returned in damage or other stats.

Do you mean that as a crossbow i won't hit exactly where i aim anymore ?  :o
Nevertheless, good idea. We, as archers, already aim upper than our target, depending on distance. Why not also aim sideways depending on the distance. It will be hard to get used to it, but with it, no one will whine on forums saying archery is too easy, etc...

But seeing Paul's post, i doubt we'll see such a thing in the future. Too much trouble for not a lot of benefit.

And if you really add this, it will be counted as a fix for archery, only if you boost up our bow stats and/or ammo. Else, definitely a nerf.
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Offline La Makina

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Re: Adding "wind" for projectiles.
« Reply #11 on: May 24, 2011, 06:11:25 pm »
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http://forum.c-rpg.net/index.php/topic,3181.msg56484.html#msg56484

We could buff archery back then.

But please no wind in the buildings. We already have the rain!
Or only a draft when two windows are open for realism.

Offline Glyph

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Offline Joxer

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Re: Adding "wind" for projectiles.
« Reply #13 on: May 24, 2011, 06:44:19 pm »
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Wind doesn't even affect arrows / bolts irl that much untill it's really heavy. Lots of coding for such a tiny effect.
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Offline Glyph

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Re: Adding "wind" for projectiles.
« Reply #14 on: May 24, 2011, 07:11:51 pm »
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Wind doesn't even affect arrows / bolts irl that much untill it's really heavy. Lots of coding for such a tiny effect.
it does at 30m+, and though it does require a lot of coding, it also adds a lot of realism to the game
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