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Thrive Game Development

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 Weapon FP's

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Tarpy
NickTheNick
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NickTheNick
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Weapon FP's Empty
PostSubject: Weapon FP's   Weapon FP's EmptySun Apr 07, 2013 8:26 pm

Could someone compile everything so far mentioned for calculating accuracy so we can handle that next?

--------------------------------------------------

Time to compile a list of all the Weapon FP's.

Axe

Accuracy:

l - length of handle

if(l<1m)
{
HitChance=60+(1-l)*25;
}
if(l==1m)
{
HitChance=60;
}
if(l>1m)
{
HitChance=60-l*8;
}

Damage:

Coming Soon

Blade (Single-Edged)

Spearhead

Blade (Double-Edged)


Hammer

Accuracy:

l - length of handle

if(l<1m)
{
HitChance=60+(1-l)*25;
}
if(l==1m)
{
HitChance=60;
}
if(l>1m)
{
HitChance=60-l*8;
}

Damage:

Damage=Base_Damage*(Length of arm holding hammer+Length of handle(if any))*Mass


Last edited by NickTheNick on Tue May 28, 2013 10:27 pm; edited 3 times in total
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Tarpy
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Weapon FP's Empty
PostSubject: Re: Weapon FP's   Weapon FP's EmptyMon Apr 08, 2013 6:08 am

@NickTheNick- I'll try and do so myself, here it is:

Hit chance would be measured in %, so if an axe has a 75% hit chance, than it will hit it's target 75% of the time.

Blunt Weapon Accuracy:

l - length of handle

if(l<1m)
{
HitChance=60+(1-l)*25;
}
if(l==1m)
{
HitChance=60;
}
if(l>1m)
{
HitChance=60-l*8;
}

Any suggestions on the rest of the weapons?


Last edited by Tarpy on Thu Apr 11, 2013 4:39 am; edited 1 time in total
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NickTheNick
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Weapon FP's Empty
PostSubject: Re: Weapon FP's   Weapon FP's EmptyWed Apr 10, 2013 10:43 pm

Sorry for the delayed reply. I would suggest the *10 in the first equation be increased to *25. Because otherwise a handle only 0.2m long would only increase accuracy by 8%. With *25, it would increase it by 20%. Other then that, everything looks perfect.

However, I would change it to specifically say "Axe FP Accuracy". The damage type done by the weapon is not important, since some weapons can do multiple damage types.

Nonetheless, this is great work, but I would have to think about the other ones. These accuracy calculations should be included in the description of the weapon FP in the OP, so I recommend we try to get Spearhead out of the way soon.
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Tarpy
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Weapon FP's Empty
PostSubject: Re: Weapon FP's   Weapon FP's EmptyThu Apr 11, 2013 4:38 am

OK, I changed the algorithm in the way you suggested.

Once we get the accuracy of the pierce weapons, I'll include both in the description (I haven't created it yet).

Also, slash weapons are not in the spearhead group, right? If so, I will add the "blade" as an FP.
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Tarpy
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Weapon FP's Empty
PostSubject: Weapon FP's   Weapon FP's EmptyThu Apr 11, 2013 3:59 pm

Also, can someone move this thread to the right board?
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NickTheNick
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Weapon FP's Empty
PostSubject: Re: Weapon FP's   Weapon FP's EmptyThu Apr 11, 2013 9:02 pm

Moved.

Here, we will discuss calculating accuracy, setting specific numbers for damage, and other important elements for strictly combat use FP's. All the rest of the discussion on FP's will continue here.
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NickTheNick
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Weapon FP's Empty
PostSubject: Re: Weapon FP's   Weapon FP's EmptyThu Apr 25, 2013 7:48 pm

For the equations in the OP, how would we factor in the height of the organism? Humans are on average 1.6m tall, and so these equations are for 1.6m tall organisms. How could we introduce a variable into the equation to account for the varying heights the players species could be?
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NickTheNick
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Weapon FP's Empty
PostSubject: Re: Weapon FP's   Weapon FP's EmptySun May 12, 2013 2:11 am

I apologize for the multipost, but after further consideration I've decided that height really doesn't matter in determining accuracy.

That makes things a whole lot easier.

Anyways, does someone want to take a shot at getting down the formulas for some of the other FP's? Tarpy did great with the first two.
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Daniferrito
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Weapon FP's Empty
PostSubject: Re: Weapon FP's   Weapon FP's EmptySun May 12, 2013 2:50 am

How tall the organism is shoudnt matter for accuracy. It doesent make sense. However, relative size of the weapon against the creature does. Bigger weapons are harder to handle (while they usualy are more dangerous if you get a hit in)
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NickTheNick
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PostSubject: Re: Weapon FP's   Weapon FP's EmptySun May 12, 2013 3:04 am

Yeah, that's what led me to thinking of creature sizes. However, it seems like an incredible amount of work for little progress, at least from what I've been able to think of for it.

How would you propose it be implemented?
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Weapon FP's Empty
PostSubject: Re: Weapon FP's   Weapon FP's EmptySun May 12, 2013 3:11 am

We divide how tall the creaure is by how long the weapon is, and multiply the resoult by the previous accuracy? That way, the bigger the weapon, the less the accuracy is. Maybe tune it a bit, by throwing a ^0.5 or a logarithm around there, so the effect is less drastic.
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Weapon FP's Empty
PostSubject: Re: Weapon FP's   Weapon FP's EmptySun May 12, 2013 3:21 am

Let's see how that works in an example.

Medieval soldier. 1.5m tall. Wields an axe 1.0m long.

Accuracy based off Tarpy's equation = 60%

Height Relativity = (1.5m/1.0m)*60% = 90%

Height Relativity (with ^0.5) = ((1.5/1.00)^0.5)*60 = 73%

I think the second one is much better, and it works well for a generic scenario. Do you want to take a shot at a different case? If this works well we can add it to the OP.
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PostSubject: Re: Weapon FP's   Weapon FP's EmptySun May 12, 2013 3:25 am

Well, probably the base accuracy will need some touchs, as most weapons get their accuracy increased (unless it is a weapon bigger than the human).

BTW, that is a short soldier.
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PostSubject: Re: Weapon FP's   Weapon FP's EmptySun May 12, 2013 3:36 am

People in the middle ages were shorter than we are today, but I am not certain how much.

Btw, quick thought that just popped into my head, could we replace Tarpy's system of equations with just your first equation? Since his formulas use 1.0m as a reference, they are already catering towards the height of the creature, however a height specifically similar to humans. I think that's why your first equation gave such a high answer, because there was a double compensation for the height of the axeman.

On further speculation, I'm thinking that its better to stick with Tarpy's formulas plus your second formula. However, tell me what you think, since if what I mentioned above is a bad idea, I want to kill it dead so I don't wonder about it later.

EDIT: Oh wow I just realized how short 1.5m is. To redo it with a more accurate height:

((1.8m/1.0m)^0.5)*60 = 80% Accuracy

So 80%, not that bad. And if we wanted to go a step further, we would go

Factor in "Cast Iron" = 80% x 75% = 60%

So the final answer would be 60%.


Last edited by NickTheNick on Sun May 12, 2013 12:50 pm; edited 1 time in total
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Daniferrito
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PostSubject: Re: Weapon FP's   Weapon FP's EmptySun May 12, 2013 10:41 am

No please, material should NOT affect accuracy. It can affect blade damage, but accuracy just doesent make sense for me.
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NickTheNick
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Weapon FP's Empty
PostSubject: Re: Weapon FP's   Weapon FP's EmptySun May 12, 2013 12:50 pm

Daniferrito wrote:
No please, material should NOT affect accuracy. It can affect blade damage, but accuracy just doesent make sense for me.

Yes, my mistake, I don't think well late at night. It would be 80% accuracy. The effectiveness affects any stats of the tool, such as damage, construction bonus, etc.
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Weapon FP's Empty
PostSubject: Re: Weapon FP's   Weapon FP's EmptyTue May 28, 2013 10:15 pm

Had a quick look and I've come up with this query: Have you thought about the the part weight of said weapons factors into?

Also what about the creature's muscle mass comparative to the weight and balance of the weapon?
(Kind of a blacksmith's kid. Eheheheh... )

Just thought I'd bring that up.


Last edited by Aiosian_Doctor_Xenox on Tue May 28, 2013 10:18 pm; edited 1 time in total (Reason for editing : Food for thought.)
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NickTheNick
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Weapon FP's Empty
PostSubject: Re: Weapon FP's   Weapon FP's EmptyTue May 28, 2013 10:22 pm

Mass effects damage, and attack speed (aka frequency of attacks), but not accuracy. Organisms have a limit of mass they can equip, and that limit is based on the organism's strength.
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PostSubject: Re: Weapon FP's   Weapon FP's EmptyTue May 28, 2013 10:27 pm

A'ight. Just thought I'd raise the question.

Kind of a habit of mine when around discussion of more conventional weapons like swords and things, none of those cheap 'firearms'. Bleh.
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NickTheNick
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Weapon FP's Empty
PostSubject: Re: Weapon FP's   Weapon FP's EmptyTue May 28, 2013 10:34 pm

Dani, now that I look back at the equation you gave for damage of hammers, I was thinking, should we add the numerical value for the strength of the organism to the length of the arm holding the weapon?

Damage=Base_Damage*(Length of arm holding hammer+Strength of Organism+Length of handle(if any))*Mass
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PostSubject: Re: Weapon FP's   Weapon FP's EmptyTue May 28, 2013 10:39 pm

That looks like a good algorithm to me, but if the player were in first person, I'm guessing the attack would be guided by the location of the mouse on the screen. But these would most likely be very useful for non 1st person hostile encounters.
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Daniferrito
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PostSubject: Re: Weapon FP's   Weapon FP's EmptyTue May 28, 2013 10:55 pm

@Nick: I dont like how that looks. It feels wrong to me to add up length and force together. What about:
Damage=Base_Damage*(Length of arm holding hammer+Length of handle(if any))*Mass*Strength of Organism

However, i dont thing strenght should affect it. With more strength, you can carry more stuff, which means heavier hammers. That means more damage alredy. More strength alredy means more damage.

On the other hand, strenght affecting attackspeed is fine for me. Mass decreases attack speed, and strenght increases it.

@Aiosian_Doctor_Xenox: Thats not an algorithm, thats a formula. Also, most of this will be used for weapons of diferent units you controll in strategy mode.
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PostSubject: Re: Weapon FP's   Weapon FP's EmptyTue May 28, 2013 11:07 pm

Ah, I see.

Well then, I'll leave you to it. I'm not exactly a mathematical wizard... .3.
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Weapon FP's Empty
PostSubject: Re: Weapon FP's   Weapon FP's EmptySun Sep 01, 2013 2:03 am

do we have something for weapons getting lodged in materials? something like,

if: material-hardness/(power-of-strike + sharpness)^0.5 = >1
object is stuck

or will this be unnecessary or used elsewhere?
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PostSubject: Damage   Weapon FP's EmptySun Sep 01, 2013 7:06 am

For the damage, would this be a good one?

Damage = base_damage * material_hardness * travel_speed * power

base_damage, the normal damage the weapon does when all the other factors are 1.
material_hardness, this could vary by planet (not that I would expect it), lets say iron would be 1.
travel_speed, this would be that a hammer that is lighter could possibly do more damage (not sure if I would implement it though).
power, this means the amount of force you put behind the attack (may vary by species)(also it could be, the more in danger your character is, the more it will try to put as much power in its attacks as possible, but I guess you could also try faster attacks.)

Damage(28,8) = 20 * 1,2 * 1,5 * 0,8

If this is a bad way of calculating damage, just say it.
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