Well for my opinion i say that we don't need all the missiles to have AoE effect , i think if we add AoE to say dumb fire, anti base missiles, tactical nuke, Xrm cruise and Xrm AB won't have great impact in the gameplay and of course the AoE will have to be direct proportional with the missile yield (the more damage the larger Aoe).
Lets say for nuke 1 with no missile damage gas it has 900 damage right , or correct me if i's wrong , a AoE of maximum 1k will be enough and the blast wave should have only 100 damage max this way the ships cought in the AoE radius will take damage but thy will still be capable to retaliate.
New misle with Aoe efect
the aoe range will depend on the aoe range set in ICE, the damage will depend on the damage set in ICE.
the damage received will depend on how close you are to the centre of detonation.
if you are 0m away from the missile when it detonates, you receive full dmg.
if you are at max AOE range, you receive 0 damage.
the damage decreases linearly as you move away from the explosion, just like an aleph res.
which missiles get AOE (if any) is up to core developers. we are just suggesting a way to implement missile AOE to the coders.
they then can implement it when they feel like it.
then it is up to the core devs whether to use it or not.
the damage received will depend on how close you are to the centre of detonation.
if you are 0m away from the missile when it detonates, you receive full dmg.
if you are at max AOE range, you receive 0 damage.
the damage decreases linearly as you move away from the explosion, just like an aleph res.
which missiles get AOE (if any) is up to core developers. we are just suggesting a way to implement missile AOE to the coders.
they then can implement it when they feel like it.
then it is up to the core devs whether to use it or not.
If there's no great impact on gameplay then what's the point of adding AoE in the first place? I can see some useful effects being added and implemented in each core (say a faction with AoE versions of each missile, or a new missile with AoE or make AoE missiles researchable etc.) but the whole point would be to change the gameplay uses of such items.wizard58 wrote:QUOTE (wizard58 @ Jan 19 2007, 12:21 PM) Well for my opinion i say that we don't need all the missiles to have AoE effect , i think if we add AoE to say dumb fire, anti base missiles, tactical nuke, Xrm cruise and Xrm AB won't have great impact in the gameplay
IMO there are so many things that can be added to the core files that there's no real sense in just implimenting AoE missiles as a quick fix. There's hopefully a new core format around the corner (maybe a long way around the corner...) and this can wait until then.
ahh!, people are confusing points and counter points.
against: aoe will change how missiles will work and change gameplay
for: aoe doesnt have to apply to all missiles, it wont change gameplay as current ones can be left with 0 aoe, or changed if core dev wants it or new missiles added
against: if it doesnt change anything why add it?
now, lets jsut put the two against points next to each other
against: aoe will change how missiles will work and change gameplay
against: if it doesnt change anything why add it?
so...
dont add aoe because
1) it will change game play
2) it wont change game play
yeah..
i don't know how far away the new core format is, but what we have here is quite a elegant quick fix that does not require a core format change, but utilises the current core format to change all the parameters you would wish to change.
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right, here's a condensed form of a proposal of how to implement missile AOE for code people
In ICE the current aleph res AOE field is used to set a missiles damage AOE. ("DmgRadius")
if the "resonator" special effect is chosen then the missile behaves like a aleph res does now, if it hits an aleph it resonates as normal, if it hits a ship or other object, it does 0 damage.
if the "none" special effect is chosen then the "DmgRadius" specifies how big the radius of the missiles AOE is.
AOE damage falls of linearly, full damage 0m from the middle, 0 damage when range to middle >= DmgRadius.
AOE missiles have smart detonation as described here
if the missile is within AOE range of the target, but the range to target is increasing, then the missile detonates in an attempt to deal some damage to the target.
this can be implemented by having some code like this be executed on every update
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against: aoe will change how missiles will work and change gameplay
for: aoe doesnt have to apply to all missiles, it wont change gameplay as current ones can be left with 0 aoe, or changed if core dev wants it or new missiles added
against: if it doesnt change anything why add it?
now, lets jsut put the two against points next to each other
against: aoe will change how missiles will work and change gameplay
against: if it doesnt change anything why add it?
so...
dont add aoe because
1) it will change game play
2) it wont change game play
yeah..
i don't know how far away the new core format is, but what we have here is quite a elegant quick fix that does not require a core format change, but utilises the current core format to change all the parameters you would wish to change.
_____________________________________________________________
<><><><><><><><><><><><><><><><><><><><><><><><><><><>
right, here's a condensed form of a proposal of how to implement missile AOE for code people
In ICE the current aleph res AOE field is used to set a missiles damage AOE. ("DmgRadius")
if the "resonator" special effect is chosen then the missile behaves like a aleph res does now, if it hits an aleph it resonates as normal, if it hits a ship or other object, it does 0 damage.
if the "none" special effect is chosen then the "DmgRadius" specifies how big the radius of the missiles AOE is.
AOE damage falls of linearly, full damage 0m from the middle, 0 damage when range to middle >= DmgRadius.
AOE missiles have smart detonation as described here
if the missile is within AOE range of the target, but the range to target is increasing, then the missile detonates in an attempt to deal some damage to the target.
this can be implemented by having some code like this be executed on every update
Code: Select all
if range_to_target < missile_AOE{
if range_to_target > previous_range_to_target{
dettonate
}
}
previous_range_to_target = range_to_target<><><><><><><><><><><><><><><><><><><><><><><><><><><>
Last edited by madpeople on Fri Jan 19, 2007 1:34 pm, edited 1 time in total.
-
Anguirel
- Posts: 407
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I believe current AoE damage is handled in a non-linear fashion. Just FYI.
I'm personally in favor of this being enabled as a possibility since it doesn't alter current cores unless the dev specifically implements it, and does not require a core format change to implement. I wouldn't call it a priority code change, but since all of the code for AoE damage already exists, it shouldn't be too hard to apply it in some fashion with very few actual changes to the code.
I'm personally in favor of this being enabled as a possibility since it doesn't alter current cores unless the dev specifically implements it, and does not require a core format change to implement. I wouldn't call it a priority code change, but since all of the code for AoE damage already exists, it shouldn't be too hard to apply it in some fashion with very few actual changes to the code.

"I disapprove of what you say, but I will defend to the death your right to say it" - Beatrice Hall, The Friends of Voltaire
really?Anguirel wrote:QUOTE (Anguirel @ Jan 19 2007, 10:11 PM) I believe current AoE damage is handled in a non-linear fashion. Just FYI.
first i've heard of it. well, whatevers easiest or is already there then.
i just chose linear because linear is usually simpler
QUOTE I'm personally in favor of this being enabled as a possibility since it doesn't alter current cores unless the dev specifically implements it, and does not require a core format change to implement. I wouldn't call it a priority code change, but since all of the code for AoE damage already exists, it shouldn't be too hard to apply it in some fashion with very few actual changes to the code.[/quote]
cool /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
You might want to be a little careful with code like this:
CODE
if range_to_target < missile_AOE{
if range_to_target > previous_range_to_target{
dettonate
}
}
previous_range_to_target = range_to_target
Servers and clients run at different tick rates and -- with a fast moving missile with a significant AOE -- you might get signficantly different damage estimates between client and server (which could cause the damage bar to zero & get reset).
It might be better to estimate the time of closest approach and cause the detonation to happen at that time (even if it is between ticks). Look at the code for projectiles for how to estimate time of closest approach (though it will need to be tweaked to account for missile acceleration) and how to cause an explosion to occur mid-tick.
CODE
if range_to_target < missile_AOE{
if range_to_target > previous_range_to_target{
dettonate
}
}
previous_range_to_target = range_to_target
Servers and clients run at different tick rates and -- with a fast moving missile with a significant AOE -- you might get signficantly different damage estimates between client and server (which could cause the damage bar to zero & get reset).
It might be better to estimate the time of closest approach and cause the detonation to happen at that time (even if it is between ticks). Look at the code for projectiles for how to estimate time of closest approach (though it will need to be tweaked to account for missile acceleration) and how to cause an explosion to occur mid-tick.




