villain of the story said:Uh... well... didn't you get one-shotted with that piece of crap
edit2: Yeah, coincidentally, total sc of your components are exactly 1107.
Well, erm... Technically, as far as the combat system is concerned, it just loops through and fires everything. I just wanted a nicer theory explanation as to why half of your weapons would miss.Scott Pakin said:Re. size, in the context of Battleship vs. Fighter,
If I understand correctly, it's not that the Battleship's weapons have a reduced chance to hit, but rather that only part of the weapons fire in the first place - right? (excluding missiles)
It's shit is what it is. I'm still working on various replacement formulas (it's at this point I regret not doing more math as a child). For now though:villain of the story said:So, again, what is the final formula to mobility?
Oh THAT's why my calculations always came up one higher than mobility actually was! Thanks.DarkUnderlord said:$ship_mobility = round(($ship_mobility * $ship_power) - ($ship_cargo * 0.1), 2); // 3. Give us a bonus based on available excess power; 4. Each cubit of cargo reduces mobility by 0.1
Just for the record, I have thought about arbitrary limits on things. For starters, as Faceless has discovered, over a few thousand guns installed makes the combat system chug quite slowly (it used to crash but I was thankfully able to fix that). I'm generally against it though. Mainly because I do like the fact that people can continue to increase their e-peen to unprecedent levels¹ but also because I can design out of those issues (hence guns doing more damage per sc as you go up). I do prefer formulas with diminishing returns though - so that an extra Engine does give more thrust but not as much as the last one did. I just need to work on my math skills and come up with some decent formulas that produce nice numbers.villain of the story said:Why invent such an artificial restriction? That's almost as bad as forcing DnD classes on ships. Tweaking the current formulae seems to me a lot better and diverse.
DarkUnderlord said:Quite simple really. If you hit with (6) you do more damage. It's 555 Shield Damage, 900 Armour or 1,000 Hull damage compared to 380, 650 and 705 for (5). Crit is only useful if you can actually hit your enemy - if your chance is low anyway, you may prefer to just do more damage in general those times you do hit (particularly if you have plenty of spare power available). You're also assuming that you can fit dmg per sc interchangeably. IE: If you've got 530sc left, what are you going to install? 'cause you ain't gonna be able to fit 1.4 Forty-Three's. Like-wise if you've only got 50sc left over, throwing on some Shredders to fill the gap isn't a bad idea. Oh and when the Armageddon does crit hit, it crit hits one hell of a lot harder than the Forty-Three's. Eventually, I plan for other things to increase crit chance as well (Targetting Computers or some such), so those Armageddon's might be punching you in the face more often than you think.
I don't mean to restrict it artificially. The restriction would come naturally, because you wouldn't be able to make a very mobile ship with weapons capable of destroying all the defenses of a ship because having so many weapon types would increase the density of modules on your ship and decrease the mobility. You'd need to use the weapons specializing in one type of defenses in order to get a decent damage output.villain of the story said:Why invent such an artificial restriction? That's almost as bad as forcing DnD classes on ships. Tweaking the current formulae seems to me a lot better and diverse.