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Pithlit



Joined: 24 Sep 2004
Posts: 24



PostPosted: Sat Sep 25, 2004 3:16 pm    Post subject: Consider this Reply with quote

Any "standart" game today uses fixed HP, shown to the player, and fixed damage by guns. With this tools, they let the player predict how the fight will go on.

If you donīt show the player a units HP only a status report, slight damage, serious damge, critical damgage, like any soldier should be able to give it would add another realistic aspect to the game, while increasing the immersion and the "fear factor" of the player.

Also damage of guns shouldt be fixed nor linear, like in GC2.
when you use a damge range for weapons, wich as well shouldnīt be shown to the player, it should be a gaussian curve, even an infantry can kill an enemy infantry at long range with one hit, its just hightly luck, thus be at the far edge of the range of damage, likley amounts are in the middle, thus showing far more often.

In combination with a sandbox tutorial mode, the player can try out wich unit is good against wich, try strategies and tactics and expiriences what it weans to be a commander.
He will develop instincts for the battle and his surroundings, when he isnīt fixed on sheer numbers.
This would also promote each commanders own style, since each one experiences the battle from his won view, so everyone can develop his own tactics.
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Joined: 01 Mar 2004

Location: Olympia Washington



PostPosted: Sat Sep 25, 2004 4:58 pm    Post subject: Reply with quote

yah random damigre would be nice
this is what a PCs random number genorator is for
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Pithlit



Joined: 24 Sep 2004
Posts: 24



PostPosted: Sat Sep 25, 2004 5:27 pm    Post subject: Reply with quote

no, not random, random is dull

a gaussian curve inside the possible parameters of the unit, so no insta kill talos for infantry Razz

Its possible to do high damage 4x? of the normal valua, but its very unlikley (headshot) or very minor 1/4 because you didnt really hit em
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Joined: 01 Mar 2004

Location: Olympia Washington



PostPosted: Sat Sep 25, 2004 5:51 pm    Post subject: Reply with quote

by random i mean a rifel does 10-50 damige and a zues gun does 200-1000 damige or something like that
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Ixian



Joined: 04 May 2005
Posts: 11



PostPosted: Thu May 12, 2005 4:24 pm    Post subject: Reply with quote

more a probability curve, which is range against damage. Values nearer the curve are much more likely to occur than ones further away from it. There would still be upper and lover limits, meaning a trooper firing at point blank would have a higher min/max damage than one further away. Of course troops armed with sniper rifles would have a curve which is the reverse of the afore mentioned one, to represent the fact that a sniper rifle at point blank is useless, but at range its a lot better.
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Lothar
Starscape Jedi
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Joined: 21 Dec 2003
Posts: 522



PostPosted: Fri May 13, 2005 3:41 am    Post subject: Reply with quote

Pithlit wrote:
no, not random, random is dull

a gaussian curve inside the possible parameters of the unit, so no insta kill talos for infantry Razz


A gaussian curve *is* random.

What you mean is "not uniformly random" -- that is, you want it to be more likely to get certain values than others.

Also: you don't want a gaussian. The problem with a gaussian is that it has long tails -- meaning, it's possible to get *any* value with a gaussian, just not very likely. (So, for example, you could have an infantry unit get lucky and do 20,000,000 damage if you use a gaussian.)

Personally, I like the "dice" type system you see in RPG's. It gives you similar probabilities to a gaussian, but it has a real min and max, and it's something most gamers understand somewhat. If you want a guy to do about 15 damage with almost no variation, give him 10d2 damage (10 2-sided dice -- just add up the numbers.) That would give him a min of 10, average of 15, and max of 20, and he'd usually be in the 14-16 range. If you want him to do 15 damage with a lot of variation, give him 1d30 damage (1 die, 30 sided.) He'll do anywhere from 1 to 30 with equal probability.
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voluminous
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PostPosted: Fri Jul 22, 2005 3:24 pm    Post subject: Reply with quote

******DELETED******
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Joined: 01 Mar 2004

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PostPosted: Fri Jul 22, 2005 4:23 pm    Post subject: Reply with quote

SPAMBOT!!!!!!!!!!!!!!!!!11111111
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Fost
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Joined: 14 Oct 2002
Posts: 3734



PostPosted: Fri Jul 22, 2005 6:05 pm    Post subject: Reply with quote

thanks for pointing that spambot rubbish out! Poop, I'll probably have to change the login check now they've worked it out...
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Joined: 01 Mar 2004

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PostPosted: Sat Jul 23, 2005 9:31 pm    Post subject: Reply with quote

happy to be of service

and i always wanted to yell "SPAMBOT!!!!!!!!!"
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