patchWarzone 2100 Project - Patches: patch #699, Actually improve rocketry ROF by...

 
 
Show feedback again

You are not allowed to post comments on this tracker with your current authentification level.

patch #699: Actually improve rocketry ROF by reducing SLOW ROCKET reload time instead of fire pause

Submitted by:  None
Submitted on:  Wed 14 Mar 2007 12:13:15 PM UTC  
 
Category: NonePriority: 5 - Normal
Status: NonePrivacy: Public
Assigned to: NoneOriginator Email: -unavailable-
Open/Closed: OpenPlanned Release: None

Wed 14 Mar 2007 12:13:15 PM UTC, comment #1:

This item has been reassigned from the project Warzone Resurrection Project bugs tracker to your tracker.

The original report is still available at bugs #8692

Following are the information included in the original report:

[field #0] Item ID: 8692
[field #1] Group ID: 1369
[field #2] Open/Closed: Open
[field #3] Severity: 1 - Wish
[field #4] Privacy: Public
[field #7] : Unknown bugs Field Display Type
[field #8] : Unknown bugs Field Display Type
[field #9] Category: Data: Scripts
[field #10] Submitted by: None
[field #11] Assigned to: None
[field #12] Submitted on: Thursday 03/08/2007 at 12:41
[field #13] Summary: Actually improve rocketry ROF by reducing SLOW ROCKET reload time instead of fire pause
[field #14] Original Submission: For the rocket ROF upgrades to have actually any effect, the upgrade must come to reload time instead of fire pause. However, upgrades to reload time change the effective damage a weapon can deal a lot, so this has to use the same factors as upgrade to accuracy do.

The attached patch depends on 011-add-reload-upgrade-param.patch posted in bug #8687 and 101-correct-upgrade-subclass.patch posted in bug #8690.

It moves the upgrades to fire pause to the reload time column and instead of factors of 0.2, 0.4 and 0.6 uses factors 0.1, 0.2, 0.3 similar to accuracy upgrades.

Attached is also a spreadsheet I used to model the damage of weapon turrets, that s how I found that using factors 0.2, 0.4 and 0.6 for reload time upgrades makes the weapons too strong. Maybe it will be useful to somebody.

The spreadsheet contains macros for some of the calculations, so when loading, the macros must be enabled.

On the same topic, I think that other rocket/missile based weapons should be converted to use reload time, e.g. the mini-pod should have a limited number of shots per magazine and not use upgradable fire pause. But these changes are somewhat more invasive with respect to balance, so I have not delved into them. The attached spreadsheet can be used to find the right values so as to not upset the balance.
[field #16] Item Group: None
[field #17] Status: None
[field #18] Component Version: None
[field #19] Operating System: All
[field #20] Reproducibility: None
[field #21] Size (loc): None
[field #22] Fixed Release: None
[field #23] Planned Release: None
[field #24] Effort: 0.00
[field #28] Priority: 5 - Normal
[field #31] Percent Complete: 0%
[field #33] Release: svn
[field #36] Originator Email: pallas@kadan.cz
[field #58] Task difficulty: Trivial
[field #59] Custom Select Box #2: None
[field #60] Custom Select Box #3: None
[field #61] Custom Select Box #4: None
[field #62] Custom Select Box #5: None
[field #63] Custom Select Box #6: None
[field #64] Custom Select Box #7: None
[field #65] Custom Select Box #8: None
[field #66] Custom Select Box #9: None
[field #67] Custom Select Box #10: None

Gerard Krol <gerard_>
Project Member
Wed 14 Mar 2007 12:13:15 PM UTC, original submission:

For the rocket ROF upgrades to have actually any effect, the upgrade must come to reload time instead of fire pause. However, upgrades to reload time change the effective damage a weapon can deal a lot, so this has to use the same factors as upgrade to accuracy do.

The attached patch depends on 011-add-reload-upgrade-param.patch posted in bug #8687 and 101-correct-upgrade-subclass.patch posted in bug #8690.

It moves the upgrades to fire pause to the reload time column and instead of factors of 0.2, 0.4 and 0.6 uses factors 0.1, 0.2, 0.3 similar to accuracy upgrades.

Attached is also a spreadsheet I used to model the damage of weapon turrets, that's how I found that using factors 0.2, 0.4 and 0.6 for reload time upgrades makes the weapons too strong. Maybe it will be useful to somebody.

The spreadsheet contains macros for some of the calculations, so when loading, the macros must be enabled.

On the same topic, I think that other rocket/missile based weapons should be converted to use reload time, e.g. the mini-pod should have a limited number of shots per magazine and not use upgradable fire pause. But these changes are somewhat more invasive with respect to balance, so I have not delved into them. The attached spreadsheet can be used to find the right values so as to not upset the balance.

Anonymous

 

Attached Files
file #3477:  wz2100-stats.xls added by evilguru (442kB - application/vnd.ms-excel)
file #2076:  200-slow-rocket-reload-upgrade.patch added by None (2kB - text/x-patch)
file #2077:  wz2100-stats.ods added by None (71kB - application/vnd.oasis.opendocument.spreadsheet)

 

Depends on the following items: None found

Items that depend on this one: None found

 

Carbon-Copy List
  • -unavailable- added by evilguru (Updated the item)
  • -unavailable- added by None (Submitted the item)
  •  

    Do you think this task is very important?
    If so, you can click here to add your encouragement to it.
    This task has 0 encouragements so far.

    Only logged-in users can vote.

     

    Please enter the title of George Orwell's famous dystopian book (it's a date):

     

     

    Follow 2 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Mon 31 Dec 2007 10:27:27 PM UTCevilguruAttached File-=>Added wz2100-stats.xls, #3477
    Wed 14 Mar 2007 12:13:15 PM UTCgerard_Reassign itemWarzone Resurrection Project, bug #8692=>Warzone Resurrection Project, patch #699
    Show feedback again

    Back to the top


    Powered by Savane 3.1-cleanup