Home » FULL CONTROL GAMES » #JAFDEV Tactical Layer » Question about AP system.
Question about AP system.[message #338111] Sat, 06 December 2014 14:49 Go to next message
JA2 Fanatic

 
Messages:41
Registered:February 2005
Location: Vienna/austria
hi, its Actionjackson from JAF steam forums, i knew i had account here from long ago, had to search my old post to find out how i wrote the user name.
wanted to ask on steam forums but may as well ask here, is better i think.

i hope this is the right section of the forums;

i am working on a AP system rework for JAF, not sure how it will turn out but i have a theoretical question, i hope someone here got expirience with it.

one of my changes was to try lower all weapons AP by 1, that should keep the AP cost balance as it was before. however when i think about it another way, when i lower a pistol from 6 to 5 i lower by 1/6th or ~17%? when i lower a rifle from 12 to 11 i lower on 1/12 or ~8%.

maybe this is a stupid question but does that even matter or is it fine to lower all by 1 to keep the balance between each other and screw the %?
Re: Question about AP system.[message #338112] Sat, 06 December 2014 14:59 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3807
Registered:July 2009
If you want to preserve an existing balance, in other words the existing relation that weapon A takes x times more AP than weapon B, you have to multiply by a scaling factor. Adding or subtracting a fixed modifier will always change balance. Basic math.


Re: Question about AP system.[message #338114] Sat, 06 December 2014 15:19 Go to previous messageGo to next message
JA2 Fanatic

 
Messages:41
Registered:February 2005
Location: Vienna/austria
hey thanks for the quick response, unfortunately for me i basically slept in basic math, so its not so basic for me, long out of shool, hardly remember a thing Razz

so you say i would simply multiply all AP values by 0.8 or whatever to lower them and preserve the balance?

how would one make that work when the basic system only works on full numbers, like i can not use 11,5AP for a weapon that had 12, only 12 or 11, so i guess i would have to round em up or down? is that right?
Re: Question about AP system.[message #338115] Sat, 06 December 2014 15:35 Go to previous messageGo to next message
JAsmine

 
Messages:318
Registered:May 2011
1. step: multiply ALL existing AP-values by 10
(including all AP-costs, base AP and all AP-bonuses)

2. step now you can decrease weapon-costs by 10% without getting decimal fractions.

Example:
Vanilla: firing a rifle costs 12 AP. -10% = 10,8. Bad Wink

Your Mod: firing the same rifle costs 120 AP. -10% = 108 AP.

Keep in mind that everyone also has 10 times more AP (e.g. 200 instead of 20) and every action costs 10 times more AP.

Re: Question about AP system.[message #338116] Sat, 06 December 2014 16:06 Go to previous messageGo to next message
JA2 Fanatic

 
Messages:41
Registered:February 2005
Location: Vienna/austria
i was thinking about it, to scale it up but there is one problem, the movement AP cost for standing, crouch and prone walk are not externalized yet, so it will mess up movement as the costs are fixed now.
i think the AP system can easy go up to 100 where 1 point in coordination stat is 1 AP. but i am not sure it can go over 100, i have to find that out.

maybe i should tell you why i do this in the first place;

its about the high range between min and max AP in the game now. min AP is 18 at 70 or less coordination, and max AP is 28 at 100 coordination.
the effect is that mercs with min AP at lvl1, which is 18AP are useless compared to mercs that have like 22 or more AP on same level.
i want to shrink the gap between maximum and minimum AP down to 5. as example base 18 max 23 i have now.

and to reduce the effect of a 18AP merc not beeing able to shoot a common early game 12AP rifle(like mosin or grand)with full aim once(2x cost=24AP full aim) for a long long time if he ever gets the AP needed, i lowered the aim cost multipliers a bit.

however when i lower the cost multipliers to much shooting cheap weapons aimed gets to cheap, so i started lowering the AP cost of weapons instead.
at that point i started wondering about how to actually lower the weapons properly.


i assume and hope the movement cost will be externalized sometimes soon, hopefully, how would i go about scaling the whole system to 100AP?
would i just need to find a multiplier that produce a result below 100 for the highest AP cost in game and scale everything with this multiplayer? EDIT: no that sounds like BS, damn math Sad

i am rly sorry for this noob asking, i am sure here are extremely proficient persons that could make this in like 1 hour, yet i want try myself on it Very Happy

[Updated on: Sat, 06 December 2014 16:13] by Moderator

Re: Question about AP system.[message #338117] Sat, 06 December 2014 16:20 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3807
Registered:July 2009
If the current system works around a base of 25+/-, then multiply everything by 4.


Re: Question about AP system.[message #338119] Sat, 06 December 2014 16:40 Go to previous messageGo to next message
JA2 Fanatic

 
Messages:41
Registered:February 2005
Location: Vienna/austria
*facepalm*

thanks, thats all i need to know so far i think :crazy:
Re: Question about AP system.[message #338132] Sun, 07 December 2014 07:54 Go to previous messageGo to next message
JA2 Fanatic

 
Messages:41
Registered:February 2005
Location: Vienna/austria
tried to develope this system on paper, at the point where i came to weapon reaction times i had to stop. i see no way to change them.
as long as the movement cost and weapon reaction time stay fixed i can forget about this idea i think.

thanks for the help guys.
Re: Question about AP system.[message #338142] Sun, 07 December 2014 21:43 Go to previous message
Sooner

 
Messages:35
Registered:January 2004
Location: Broken Arrow, OK
The mobility value of each weapon determines the reaction times if I recall correctly.
Next Topic: Let's start talking about game mechanics: Artificial Intelligence
Goto Forum:
  


Current Time: Sun Oct 21 22:41:09 EEST 2018

Total time taken to generate the page: 0.02184 seconds