beamdefence calculations bug?!

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BeamDefence is only calculated by combatspeed. Is it okay for u ?

No. We should find a solution to fix it.
6
40%
Yes, it works fine to me, like it is now.
8
53%
Not sure.
1
7%
 
Total votes: 15

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ALEX|D
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beamdefence calculations bug?!

Postby ALEX|D » Sun Aug 14, 2005 11:36 am

Beamdefence is only calculated by combatspeed (+potential internel stabs ...)

We have a 2D battles. I guess/suggest its a model for 3D battle. So we have lenth x width x highness.

a FF has 25 Space (without megaflux/bpods), so ~3³

a DoomStar has 1200 Space, so ~11³

The half (cos u see 50% of a sphere in 3D) of a ship is Shootable.

So FF has ~1,5 (half of 3³)
doom has ~5,5 (half of 11³)

a FF is ~3,667 times harder to hit than a doomstar.

Maybe we can roughly make the following beamdefence-boni/maulus for shipclasses.
---
FF +80%
DD + 50%
CA + 35%
BB + 20%
Titan + 10 %
Doomstar - 30%

Further Bpods should lower beamdefence too.

I fixed 1200space = ~11³ (doomstar) on -30% beamdefence.
A FF was 3,667 harder to hit.
30 (-30% from doomstar) multiplicated with 3,667 (FF to Doomstar) = ~110. 110 -30 = 80, so FF has +80 Beamdefence.
---

With other words, Beamdefence only calculating by combatspeed isn´t really correct imo. We should find some beamdefence-boni/maulus for shipclasses.
Last edited by ALEX|D on Tue Aug 23, 2005 4:28 am, edited 1 time in total.

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ALEX|D
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Postby ALEX|D » Sun Aug 14, 2005 11:55 am

Maybe so its better

FF +30%
DD + 0%
CA -15%
BB -30 %
Titan -40 %
Doomstar - 80%


What do u think ?

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Gusset
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Postby Gusset » Sun Aug 14, 2005 4:22 pm

Personally I think it's OK the way it is. Perhaps a minor tweak might be useful, but I have no problems with the current situation. Fixing the battle pods bug should be fine all by itself.

A large ship that can move fast can still be a difficult target. In World War 2 in the Pacific theater, dive bombers and torpedo planes attacking aircraft carriers did not have an easy time of it. One of the reasons for this was the fact that in most cases the carriers were among the fastest ships on the water...effective evasive maneuvers were definitely possible. I always thought it was incredible when hearing accounts of naval air attacks, where 20 dive bombers would make their attack runs on a huge carrier, and be considered incredibly effective if they got 3 hits.

Keep in mind that we are talking about very long distances being treated abstractly here. That BB might have 100 times the cross section of the frigate, but it's still just a speck against the sky, and a fast speck is harder to hit than a slow one.

My $.02.

-Gusset

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siron
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Postby siron » Sun Aug 14, 2005 5:50 pm

AlexDs idea seems more realistically but there are many parts in the game which should be fixed then.

In contrast to the battlepods-"bug" I see no exploit here...so this is more an idea for an alexd mod than a necessary fix.

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ALEX|D
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Postby ALEX|D » Sun Aug 14, 2005 6:41 pm

Personally I think it's OK the way it is. Perhaps a minor tweak might be useful, but I have no problems with the current situation.
yea, chance to hit has to do with range etc.
Very hard to find fix values maulus/boni for a shipclass.

maybe

FF +10%
DD + 5%
CA 0%
BB -5 %
Titan -10 %
Doomstar - 15%

or so ...

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dirt-bag
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Postby dirt-bag » Mon Aug 15, 2005 4:19 pm

crew exp level also affects beam defense. i am pretty sure smaller ships are harder to hit, wethor or not it is reflected in beamdefense #s i can not tell u, but i am certain the numbers are there some where. but not to the scale of hull space that alex suggests

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PK
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Postby PK » Mon Aug 22, 2005 4:37 am

Alex your idea seems strange for me. I dont understand how tiny ff is easier to shoot then huge doomstar? Or maybe i missunderstood something. Original idea of beam defence based on speed seems to be cool and penalties for big ships are logical.
PK

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ALEX|D
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Postby ALEX|D » Mon Aug 22, 2005 7:15 am

I dont understand how tiny ff is easier to shoot then huge doomstar?
Did u ever shot on something ? Maybe on a funfair "shooting gallery" ?

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PK
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Postby PK » Mon Aug 22, 2005 8:34 am

maybe i dont remember
PK

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ALEX|D
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Postby ALEX|D » Mon Aug 22, 2005 12:42 pm

I dont understand how tiny ff is easier to shoot then huge doomstar? Or maybe i missunderstood something
I guess u mean "I dont understand how tiny ff is ´HARDER` to shoot then huge doomstar?" !

Or what´u wanna tell me ?!?! :shock:

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PK
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Postby PK » Tue Aug 23, 2005 3:22 am

"a FF is ~3,667 times better to hit than a doomstar. "

so i wrote "easier" not "harder" ...

"So FF has ~1,5 (half of 3³)
doom has ~5,5 (half of 11³)"

I see still ff with smaller value and cant understand how its better to hit?
PK

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ALEX|D
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Postby ALEX|D » Tue Aug 23, 2005 4:37 am

A FF is harder to hit.

I correctet it, thx.
a FF is ~3,667 times harder to hit than a doomstar.
The first Values I postet were too huge,
this
FF +10%
DD + 5%
CA 0%
BB -5 %
Titan -10 %
Doomstar - 15%
r better values, I think.
"So FF has ~1,5 (half of 3³)
doom has ~5,5 (half of 11³)"
I think, it was not a good idea to try to compute the boni/malus for beamdefence :? , better is we discuss them here.

But most players want to stay with the old thing, that BD is only calculated by speed, so its senceless to talk about :(

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PK
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Postby PK » Tue Aug 23, 2005 8:13 am

yes i know ... little sense ... but good will counts!
PK

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siron
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Postby siron » Sun Sep 25, 2005 9:00 pm

i am pretty sure smaller ships are harder to hit, wethor or not it is reflected in beamdefense #s i can not tell u, but i am certain the numbers are there some where.
I think thats just your impression because:
a) smaller is often faster
b) you have to target faster ships more often from long range.

But I dont think thats there an "additional number".

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StepNRazor
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Postby StepNRazor » Wed Oct 19, 2005 12:22 pm

We must keep in mind these are war shipsa not cruise liners.
So a clasical Sphere or cube will not be narrow surface arrea's on the shield faceing where the weapons arcs are post prevalent. think of a pencil not an eraser. useing a riffle it is harder to hit a carrot than a small tomato given that both have the same mass, they are just shpaed a lot different.

some of your 360 beams should make you more of a traget as haveing more exposed surface area. So FF/BF offer the least surfface are exposed signeature then FX/BX make you more exposed and finaly 360.

I see the battle pods not a one piece bolted on unit but as many units distributed throughout the ship. Like small out cropping and yes you are correct here the defence should not only be be worse but a % chance to hit a weapon or ship system should be increased as these are the parts sticking out of the surface of the ship like warts on a frog.

Now that being bsaid the big ship is still hard to hit, not a lot less harder to hit than small ships. But heres the logic of small ships, small ships are fast and cheap so you send a lot of them at the targets. unfortunatly for moo it seams ff are to hard to fit any weapons and fighters are shot down psot bscan.
I think Frigates should be able to hold something other than a missle without haveing 5 or so levels of minturization. perhaps a new level of beam weapon something between reular and pd dunno.


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