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I want space combat now! I tried learning C++, but it is over my head and not a priority at the moment. Maybe someone can make an add-on for me. It is completely different from the current methods being tried, which draw missiles and bombs.
It is really really simple.
I just need to know the distance from a ship and how long I am "in range". everything else is based off of that.
It is basically a lookup table. Each weapon has a different table.
Name=laser
regeneration=10 seconds
####Distance####probability_of_hit####Armor_Penetration
####20km############.15#############12mm
The enemy fires at the regeneration rate until it is out of ammo. Once you have accumulated the maximum damage, you die, or the scenario ends. You can count how many shots are fired, and specify in game how many shots you and your opponent have.
You could reverse this and attack an enemy ship as well. You hit the fire button, and it does damage to the enemy based on range to target and the probability of kill.
The lookup tables are just the beginning: from them you can introduce new features by introducing lookup tables that modify other lookup tables. But just to get started, there must be a basic system that detects range to target, and looks up a penetration value based on that range.
Here are some ways you could expand using this statistical method by modifying one weapon's lookup tables by other tables:
Hard to hit targets: You could also divide the p/h by average accelleration of the target, or multiply the armor penetration by the dV
Aiming: divide the p/h based on how far your nose is from the target.
Countermeasures: You can add countermeasures which apply a multiplier to the probability of kill values.
Orientation: You could modify the armor penetration depending on what side of the ship you are facing.
Shields: You could add shields this way too. Just a multiplier on the probability of hit value.
These other multipliers could exist as separate lookup tables, so you multiply the original weapon table value by a modifier table value, resulting in the modified damage value.
By adding tables, you can expand the library of weapons. You don't even have to have a combat-compatible ship: you set the armor value and weapons values in-game, turning any ship into an armed opponent.
This is essentially the method employed by Brigade Combat Team, Harpoon, Attack Vector: Tactical, and other wargames: you don't draw each missile, don't involve physics, or gravity, or drawing sprites. You just have a table with probability of kill and armor penetration for any given range. That is it.
Would anyone be able to to make this?
It is really really simple.
I just need to know the distance from a ship and how long I am "in range". everything else is based off of that.
It is basically a lookup table. Each weapon has a different table.
Name=laser
regeneration=10 seconds
####Distance####probability_of_hit####Armor_Penetration
####20km############.15#############12mm
The enemy fires at the regeneration rate until it is out of ammo. Once you have accumulated the maximum damage, you die, or the scenario ends. You can count how many shots are fired, and specify in game how many shots you and your opponent have.
You could reverse this and attack an enemy ship as well. You hit the fire button, and it does damage to the enemy based on range to target and the probability of kill.
The lookup tables are just the beginning: from them you can introduce new features by introducing lookup tables that modify other lookup tables. But just to get started, there must be a basic system that detects range to target, and looks up a penetration value based on that range.
Here are some ways you could expand using this statistical method by modifying one weapon's lookup tables by other tables:
Hard to hit targets: You could also divide the p/h by average accelleration of the target, or multiply the armor penetration by the dV
Aiming: divide the p/h based on how far your nose is from the target.
Countermeasures: You can add countermeasures which apply a multiplier to the probability of kill values.
Orientation: You could modify the armor penetration depending on what side of the ship you are facing.
Shields: You could add shields this way too. Just a multiplier on the probability of hit value.
These other multipliers could exist as separate lookup tables, so you multiply the original weapon table value by a modifier table value, resulting in the modified damage value.
By adding tables, you can expand the library of weapons. You don't even have to have a combat-compatible ship: you set the armor value and weapons values in-game, turning any ship into an armed opponent.
This is essentially the method employed by Brigade Combat Team, Harpoon, Attack Vector: Tactical, and other wargames: you don't draw each missile, don't involve physics, or gravity, or drawing sprites. You just have a table with probability of kill and armor penetration for any given range. That is it.
Would anyone be able to to make this?
