would it be possible to remove the hard limits of weapon range, then depending on weapon type;
use velocity & spread to determine effective projectile range.
use damage drop-off to determine effective energy weapon range.
use delta-v to determine missile effective/guided range.
this would fix the issues faced by salvage/mining fighters turning away at the last moment, and npc navigation not getting close enough to do any damage.
it could also provide a nice way to tell the ai when to fire or not.
for kinetics the firing range could be linked to the accuracy(spread)
energy to some % of the damage drop off curve
missiles, to some aspect of the targets (that word for change in position i cant remember...), so that the ai know not to fire missiles at targets that are moving around a lot.
would save having to tell the ai when to fire for each individual weapon range, since at the moment it fires lasers at targets too far away, and sprays chaingun rounds with too much dispersion.
Suggestion
cy414
would it be possible to remove the hard limits of weapon range, then depending on weapon type;
use velocity & spread to determine effective projectile range.
use damage drop-off to determine effective energy weapon range.
use delta-v to determine missile effective/guided range.
this would fix the issues faced by salvage/mining fighters turning away at the last moment, and npc navigation not getting close enough to do any damage.
it could also provide a nice way to tell the ai when to fire or not.
for kinetics the firing range could be linked to the accuracy(spread)
energy to some % of the damage drop off curve
missiles, to some aspect of the targets (that word for change in position i cant remember...), so that the ai know not to fire missiles at targets that are moving around a lot.
would save having to tell the ai when to fire for each individual weapon range, since at the moment it fires lasers at targets too far away, and sprays chaingun rounds with too much dispersion.
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