Now, after some point speed is capped by a propulsion limit. But between cap and zero additional weight speed is the same. That's wrong. My idea is to use formula, where with infinity weight speed = 0, and with 0 weight speed = capped.
Speed = (CURENT_WEIGHT/MAXIMUM_WEIGHT)^(1/2)*MAXIMUM_SPEED
With high weight speed will be low, but not at zero, closer to 1\3, but with low weight speed will be close to maximum but still, every gramm will affect on real speed.
Power can be changed from about 1/3 to 2/3, I think. But 1/2 looks nice for me. Main thing - every additional killogram should affect on speed.
P.S. Flamethrowers should have bigger weight. already done.
Speed. Current situation need to be changed.
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anonim17465
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Speed. Current situation need to be changed.
Last edited by anonim17465 on 19 Dec 2013, 21:02, edited 1 time in total.
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richard14110
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Re: Speed. Current situation need to be changed.
Your post can affect my topic: viewtopic.php?f=30&t=11478
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NoQ
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Re: Speed. Current situation need to be changed.
They do since 3.1.1.Flamethrowers should have bigger weight.
Another common idea is to just set all the caps to infinity and see what happens. You can easily do it without changing any formulas, with just a mod.My idea is to use formula, where with infinity weight speed = 0, and with 0 weight speed = capped.
Overally, yeah, we do need body-propulsion rebalance. Improving engine speeds is one part of it, buffing light bodies is another.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
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crab_
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Re: Speed. Current situation need to be changed.
I have said about bad speed formulas many times.
viewtopic.php?f=42&t=9314
viewtopic.php?f=5&t=9300&p=101747&hilit ... in#p101745
My balance patches and mods all contains a fix for speed which makes each killogram affect on speed
We have crazy code in speed formula which increases speed and maximizes speed to max value for propulsion.
viewtopic.php?f=42&t=9314
viewtopic.php?f=5&t=9300&p=101747&hilit ... in#p101745
My balance patches and mods all contains a fix for speed which makes each killogram affect on speed
We have crazy code in speed formula which increases speed and maximizes speed to max value for propulsion.
Warzone2100 Guide - http://betaguide.wz2100.net/
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richard14110
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Re: Speed. Current situation need to be changed.
You are missing other factors, which are the physical features of the map. These are instances:anonim17465 wrote:Now, after some point speed is capped by a propulsion limit. But between cap and zero additional weight speed is the same. That's wrong. My idea is to use formula, where with infinity weight speed = 0, and with 0 weight speed = capped.
Speed = (CURENT_WEIGHT/MAXIMUM_WEIGHT)^(1/2)*MAXIMUM_SPEED
With high weight speed will be low, but not at zero, closer to 1\3, but with low weight speed will be close to maximum but still, every gramm will affect on real speed.
Power can be changed from about 1/3 to 2/3, I think. But 1/2 looks nice for me. Main thing - every additional killogram should affect on speed.
P.S. Flamethrowers should have bigger weight. already done.
1. The kind of material of the tile, such as sand, stone, water, snow, etc.
2. Elevation: Moving up hills would reduce the speed and traveling downwards should amplify the speed.
Last edited by richard14110 on 18 Jan 2014, 03:13, edited 2 times in total.
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anonim17465
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Re: Speed. Current situation need to be changed.
sure, terrain and elevation are implemented already, no need to change them I think.
weather - does it exist? never saw rain\snow in a game...
weather - does it exist? never saw rain\snow in a game...