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Balance Proposal: Universal Weapon Power Equation
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![[Image: 502qCJW.png]](https://i.imgur.com/502qCJW.png)
![[Image: WXyNPI4.png]](https://i.imgur.com/WXyNPI4.png)
is energy in joules,
is vector force in newtons, and
is vector displacement in seconds. This is further broken down as shown:![[Image: egBCVmR.png]](https://i.imgur.com/egBCVmR.png)
is mass in kilograms, and
is vector acceleration in meters per second, per second—otherwise more simply known as meters per square second.
is the power necessary to fire a weapon once regardless of refire rate, in Freelancer’s energy units. One could define these energy units in physical terms as damage-Watt seconds, substituting damage for kilograms. This is the output of the equation, which gives us the workable value used to determine how expensive a weapon should be to shoot in the game.![[Image: bJen0dZ.png]](https://i.imgur.com/bJen0dZ.png)
is equivalent to kilograms in the equation for work. When calculating force, kilograms can be considered to be how “big” the force is, and so it translates naturally that damage, as the number being delivered to a target, stands in for kilograms. Damage here is broken down into
,
, and
, representing hull, shield, and energy damage respectively.![[Image: yzhPBtq.png]](https://i.imgur.com/yzhPBtq.png)
is projectile speed. This is equivalent to the vector acceleration in the work equation. Since Freelancer doesn’t model acceleration for gun projectiles, acceleration is calculated here using the projectile velocity as acceleration over 1 second, as shown here:![[Image: BMUQQGQ.png]](https://i.imgur.com/BMUQQGQ.png)
is velocity in meters per second. Since
is just ![[Image: sL2LtvJ.png]](https://i.imgur.com/sL2LtvJ.png)
![[Image: 7x9MFMX.png]](https://i.imgur.com/7x9MFMX.png)
is projectile range, in meters. Current fighter balance doesn’t use range in its calculation, but from a physical perspective, joules (and therefore energy) cannot be calculated without a vector displacement in which force is applied, as shown in
earlier. Therefore, we include projectile range, so that we’re calculating energy and not force, since force isn’t useful for Freelancer.
for projectile lifetime in seconds, and then multiply
,
, which is the cosine of the angle of projectile dispersion. Usually, this is 1, because
, which means that it’s irrelevant to the calculation. However, when there is dispersion, we modify the work equation slightly, to factor for the difference of vectors between ![[Image: n3OOJAg.png]](https://i.imgur.com/n3OOJAg.png)
coordinate of any point on a unit circle, therefore falling off exponentially as
approaches 0, and
approaches 90 degrees.![[Image: 823MQQo.png]](https://i.imgur.com/823MQQo.png)
, is a coefficient for calibrating the equation, and is equal to
. ![[Image: yATwYk4.png]](https://i.imgur.com/yATwYk4.png)
![[Image: eSfeKCJ.png]](https://i.imgur.com/eSfeKCJ.png)
![[Image: iwEhUjX.png]](https://i.imgur.com/iwEhUjX.png)
![[Image: y1yMLfx.png]](https://i.imgur.com/y1yMLfx.png)
![[Image: 9jt6HM9.png]](https://i.imgur.com/9jt6HM9.png)
, is an artificial efficiency coefficient, and the only "fudge" number in the equation. This should almost always be equal to 1, and exists only for edge cases, such as calculating efficiency for flak weapons and other weapons that have utility beyond the flat damage they deal. This number should ![[Image: VuqlNAR.gif]](https://i.imgur.com/VuqlNAR.gif)
![[Image: redon.gif]](http://sig.grumpybumpers.com/host/redon.gif)
![[Image: f0D5b.png]](http://i.imgur.com/f0D5b.png)
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![[Image: 9zbjr.png]](http://i.imgur.com/9zbjr.png)
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![[Image: eZFug2K.png]](https://i.imgur.com/eZFug2K.png)
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![[Image: bVCB4sP.gif]](https://imgur.com/bVCB4sP.gif)
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