| Target velocity impact on hit probability[message #307435]
|
Sun, 15 July 2012 03:44
|
|
Karma |
 |
Messages:7
Registered:March 2010 Location: Finland |
|
|
I'm sure someone else has hit this subject previously, but I could not find a thread that discusses it.
So, AFAIK target velocity does not impact hit probability. Are there any plans to implement this kind of a feature? Or are there perhaps some impediments that prevent this kind of feature in JA2?
IMO this is the most important feature missing from JA2 / 1.13, especially in multiplayer. It would really bring a new dimension to sniping and action packed close quarters fights.
Report message to a moderator
|
Private
|
|
|
|
|
|
|
|
|
|
| Re: Target velocity impact on hit probability[message #308110]
|
Wed, 25 July 2012 17:48 
|
|
Sandro |
 |
Messages:420
Registered:November 2008 Location: Mars |
|
|
The code tracks down the number of tiles traveled since certain time (last/this turn). Most often it means the more tiles the higher velocity.
If the enemy was running, the number of tiles moved is higher, because he moved farther for the same amount of APs than if he was walking etc.
Fot the interrupts it is pretty much covered in IIS - you interrupt the enemy after XY APs used (i.e. certain time), now you shoot at him... If he was running the tiles moved is higher, thus you have higher penalty; if he was walking or swatting or whatever, you have lesser penalty.
Since velocity is " distance / time ", what you mean is already in there, because we are tracking down both time and distance already.
As DepressivesBrot already said, in NCTH the angle in which the target is moving is took into consideration too. If I remember correctly at least.
Even that it may not be perfect yet, more complications are probably not needed at this moment.
Report message to a moderator
|
|
|
|
|
|
|