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Posted: Sun Sep 24, 2006 11:59 pm
by Terralthra
I go away for the weekend and my simple bugfix gets vaulted into gameplay change. Teehee!

Ok, here's the way this works:

Ship 1's damage = Ship2hp * (2.0f * ship1vel + ship2vel) / (Ship2hp + (2.0f * ship1vel + ship2vel) )
Ship 2's damage = Ship1hp * (2.0f * ship2vel + ship1vel) / (Ship2hp + (2.0f * ship2vel + ship1vel) )

(simplified somewhat)

The code change is not in any of that. The only effective change was in the calculation of the two ships' hit points. Ship1's HP was hullHP + (if shield) ShieldHP, Ship2's HP was hullHP or, (if shield), ShieldHP. It was a BLATANT typo on the original coders' part. The place this comes up most frequently was in ramming ships with depleted shields, as their effective HP is basically nil, you would receive no damage from ramming them (thus the scouts ramming a con infinitely).

Which ship is ship 1 is mostly determined by who was in sector first.

Posted: Mon Sep 25, 2006 12:40 am
by Dogbones
What he said /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />

WB Terralthra /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

By the way this bug explains why ramming ships that have no shields (like ints) hurts A LOT more than ramming a ship that has shields.

For example if you boosted into a Cap Ship with just a shred of shields left you would take almost NO damage but if you hit an Int (that has no shields) you would take a lot of damage (or that same Cap Ship with its shields unmounted). Clearly that is a bug. Granted one that has been around a long time.

Posted: Mon Sep 25, 2006 1:08 am
by TheBored
Whatever, there is nothing one person can do :(

TB

Posted: Mon Sep 25, 2006 1:54 am
by Terralthra
Look at it this way, TB. This gives a gigantic gameplay advantage. A ramming B is not the same as B ramming A. Two fighters ramming each other, one with depleted shields, one with shields unloaded, will not do identical damage to each other, even if all other things are equal.

Is that really what you want?

Posted: Mon Sep 25, 2006 2:26 am
by Dogbones
Camaro and I just gave it a whirl, I don't think it is going to be as bad as you may think.

We were ramming cons, ramming each other, ramming bombers. It hurts a bit more, but not that much more. It is just the situations where you could be immune while ramming that will be changed, and that is a good thing.

Posted: Mon Sep 25, 2006 3:03 am
by ImmortalZ
Also, I believe it takes care of some situations where even ever-so-slightly nudging a con will pod you. Bios cons seemed most capable of doing this, althought it might have been coincidence.

Posted: Mon Sep 25, 2006 3:03 am
by TheBored
Terralthra wrote:QUOTE (Terralthra @ Sep 24 2006, 09:54 PM) Look at it this way, TB. This gives a gigantic gameplay advantage. A ramming B is not the same as B ramming A. Two fighters ramming each other, one with depleted shields, one with shields unloaded, will not do identical damage to each other, even if all other things are equal.

Is that really what you want?
All that I know is that with or without shields, I can do more damage that I take by ramming. With this patch, it doesn't look very good. DB says it wont be so bad, I can only hope so.

TB

Posted: Mon Sep 25, 2006 6:23 am
by Psychosis
my gist is we take equal damage?
the hiter should at least take SOME less damage...

Posted: Mon Sep 25, 2006 6:26 am
by Terralthra
Define "the hitter."

Posted: Mon Sep 25, 2006 7:04 am
by Grimmwolf_GB
Yep. Who do you consider the hitter? When I fly a bomber straight forward into an int, does he hit me or do I hit him? Often I have the intention of hitting him to get an additional 10 KB which can change the outcome of the base attack. Of course the int has the intention of hitting me to slow me down.
At the moment it is possible, that I as a bomber get huge amounts of damage, just because I entered the sector earlier (or later), while he flies on untouched. Of course it could be the other way round, it is a question of pure chance.