Iluvalar wrote:
In real life, the inaccuracy is materialised by an angular variation from the intended angle. For different causes : Experience of the shooter and quality of the weapon mostly. It's because you have limited ammos that you have an "Effective range" beyond which it you can't try to shoot.
That would mean that your chance to hit would be strongly correlated to the size of the target. And that's how it work in real life. However there is another very important factor : Armour. And in real life, even if there is still engineering for an absorbing armor that slow down the projectile or use other approach to reduce the damage, most efforts are put into deflective armor. Which deviate the projectile or entirely stop them. That's what make the most plating of a tank. You could "hit" the tanks for a lot more longer range with your rifle, but if you can't aim for weakness in the plating, you will most likely waste your ammos.
In Warzone2100, we don't have deflective armours and nobody plan to add it. We have a fixed accuracy and a fixed range instead. That mean that you have just as much chances to make relevant damage to a cyborgs than a python tank at the same range. And we have a weird HP system that compensate the remaining. Like big enormous factories that only have the HP of 3 single man-sized armour. (try to explode an entire building with 20 bullets in real life... )
Jorzi wrote:
Now the cross section area is a*b which is equal to a rectangle of sqrt(2)*a * b/sqrt(2).
At first I tought just interesting!
Now the more I think about it the more I get absessed with it and the more I wonder how to implemented it in the game?
The best way to make any rts game that does this, is probably to use the World of Tanks engine and implement AI:s for the tanks.
That said, Ground Control did have a basic system with different armour levels in front, rear and sides, which was quite nice.
Men of War series implemented this, in theory it could be implemented by adding an "armor" value to each model face and a "penetration" value to every weapon but it would be better to design a system from the ground up.
Zarax wrote:Men of War series implemented this, in theory it could be implemented by adding an "armor" value to each model face and a "penetration" value to every weapon but it would be better to design a system from the ground up.
Spring Engine allows similar features to this, especially shown in Spring 1944 where each side of a vehicle has varying armor thickness and different tanks and guns have different penetration values that decrease with greater distance. There is also the implementation of fear for troops but I doubt that would be useful for this topic
Holocaust and Genocide, both linked to Mass Slaughter.
Well, as long as you just stick to 4 faces (front, sides, rear) it wouldn't be too hard to code but the problem lies in design as it would fundamentally change gameplay.
Would be interesting if they also added top armor for artillery and air attacks, but I agree that the problem would lie in the design. And what would the thickness be based on?
Holocaust and Genocide, both linked to Mass Slaughter.
I see, too bad the idea hasn't been followed.
however, if someone would pick this up I could raise interest in the world of tanks community as I collaborate in one of their most popular blogs.
Since their community is huge it may turn into a possible source of additional manpower for wz2100.
Zarax wrote:I see, too bad the idea hasn't been followed.
however, if someone would pick this up I could raise interest in the world of tanks community as I collaborate in one of their most popular blogs.
Since their community is huge it may turn into a possible source of additional manpower for wz2100.
Possibly, but WOT is a TPS I think. I doubt they would be hugely interested in an RTS but who knows
Holocaust and Genocide, both linked to Mass Slaughter.