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Collision damage - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Collision damage (/showthread.php?tid=56421) |
Collision damage - Enoch - 03-10-2011 In fact, going slower even makes damage higher. Let me explain : when you go at 80-200 m/s into a cap, your ship does not bounce back fast enough, so if you don't react quickly, you end up ramming 3 or 4 times in a row before being able to move out. But when you cruise, you bounce so far away from the cap that you can't hit it again unless you do it on purpose. Collision damage - Cannon - 03-10-2011 Quote:How do you calculate the damage by collision?% damage done to your ship is something like = (your ship max health/(other ship max health+your ship max health)) * 10 I'm going to reduce this to a smaller percentage and see how it feels in game. Quote:How do you calculate the rotation and displacement vector after collision?FL default; I haven't changed it because tensors and matrices give me a head ache. It is also technically difficult to apply an opposite force to a client ship because most of the collision calculations are client side. Collision damage - VoluptaBox - 03-10-2011 Just had a duel..NPCs made it awful Funny fact tho, a guy went kamikaze on me when he was about to die :mellow: Collision damage - r3vange - 03-10-2011 [color=#FFFFFF]Umh Cannon this might seem like an idiotic question excuse me if it does but have you taken into account that sometimes what seems to be 1 collision are actually 5-6 and that is dreadfull sometimes. Collision damage - Enoch - 03-10-2011 ' Wrote:[color=#ffffff]Umh Cannon this might seem like an idiotic question excuse me if it does but have you taken into account that sometimes what seems to be 1 collision are actually 5-6 and that is dreadfull sometimes.Maybe putting a "cooldown" timer on the collision damage would solve this. Like, you can take damage only once every second. Just an example. Edit : Also, [02:16:25] MrCar: I think you are wrong. [02:16:29] MrCar: About NPC's doing damage. [02:16:32] Titouan (Enoch): Ah. [02:16:47] Titouan (Enoch): Well I killed a Molly by throwing him on a NPC. [02:16:55] Titouan (Enoch): But maybe it was my damage. [02:17:00] MrCar: It probably was. [02:17:08] MrCar: Because I was being bumped by 30 NPC's and had no damage [02:17:20] Titouan (Enoch): Fine then. Collision damage - Cannon - 03-10-2011 ' Wrote:Maybe putting a "cooldown" timer on the collision damage would solve this. Like, you can take damage only once every second. Just an example. This is a very good idea. It would almost certainly help. Collision damage - chopper - 03-10-2011 Cannon, bumping NPC's does no damage. Also, maybe fighters vs fighters is a bit too much, yes. But I think bombers should keep the ability to tank and do collision damage to fighters. They have bigger mass anyway, I don't think it would be hard to set it like that? Plus, you can easily avoid them. Collision damage - r3vange - 03-10-2011 Good to have that one settled! Another issue, RP-wise I cannot understand why a collision another ship bypasses the shields and collision with an asteroid doesn't. Same with missiles, true RL missiles do explode a bit before you hit the target but that efectivly would be inside the shield anyway. So what is RP explanation of why the shield discriminates between a rock metal hull and metal casing? Collision damage - Enoch - 03-10-2011 ' Wrote:Game balance (there is no RP explanation). I want to be able to cruise in Magellan. Collision damage - Cannon - 03-10-2011 RP wise the techno-babble explanation is that the ship's inertial compensator is overloaded during ship to ship collisions due to the interaction of the shield generators. The overloaded compensators fail to properly reenforce key structural elements and the ship takes damage. Game balance wise is more aimed towards finding a way to remove the ramming rule. |