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Target velocity impact on hit probability[message #307435] Sun, 15 July 2012 03:44 Go to next message
Karma is currently offline 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.

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Private
Re: Target velocity impact on hit probability[message #307455] Sun, 15 July 2012 13:37 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:543
Registered:January 2011
Location: Greece
You mean this part of JA2_Options.ini?
;------------------------------------------------------------------------------------------------------------------------------
; Firing at moving targets.
;
; The game reduces your Chance-to-Hit if your target is moving. The amount of CTH lost is proportional to the number
; of tiles this target has moved since the beginning of their current turn.
; Use these settings to change the severity of this effect.
;------------------------------------------------------------------------------------------------------------------------------

; How much CTH is lost when firing at a target, for each tile the target has moved so far?
CTH_PENALTY_FOR_TARGET_MOVEMENT = 1.5

; How much CTH can be lost in total due to the movement of your target?
MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30

Unsure whether it also applies for NCTH, but I think Headrock did add this to NCTH as well.

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First Sergeant
Re: Target velocity impact on hit probability[message #307457] Sun, 15 July 2012 13:50 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
Registered:July 2009
All the modifiers in options.ini should only apply to OCTH.

Now Headrock on the other hand did take the concept to eleven (as usual) for NCTH: with distance to target, distance the target traveled and even the angle of his travel vector to your sight line factoring in the tracking penalty ... or something like that.

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Captain

Re: Target velocity impact on hit probability[message #307784] Fri, 20 July 2012 20:12 Go to previous messageGo to next message
Karma is currently offline Karma

 
Messages:7
Registered:March 2010
Location: Finland
No, that's not exactly what I meant, although it is close.

What I mean is that a target running perpendicular to the shooter should _always_ be very hard to hit regardless of the shooter tracking the target or not. This should have a major effect in interrupt situations too. Tracking a target should provide a bonus to hit, but IMO the velocity of the target is a more prominent factor and should be present always.

And just to be clear, by the 'target velocity relative to the shooter' I mean the the stationary/walking/running -status of the target with the direction factored in from the targets viewpoint.

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Private
Re: Target velocity impact on hit probability[message #308110] Wed, 25 July 2012 17:48 Go to previous messageGo to next message
Sandro is currently offline 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.

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Master Sergeant

Re: Target velocity impact on hit probability[message #308189] Thu, 26 July 2012 19:25 Go to previous message
Karma is currently offline Karma

 
Messages:7
Registered:March 2010
Location: Finland
The situation of which I am most concerned about is when you start running from a cover as the first thing you do in a turn, you will get nailed. This is an often occurring situation when fighting indoors (like the hospital). Just a simple check of the stationary/walking/running -state would suffice I think. But, of course, I have no knowledge of the innards of 1.13 engine and I understand if the current engine does not perfectly support this (yet Wink. Let's just consider this a feature request for the future. Hopefully 1.13 development continues still as it fills an important gap in the gaming universe. Smile

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Private
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