Machine Guns/Close Combat and Realism[message #225864]
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Mon, 06 July 2009 18:49
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kollega |
Messages:1
Registered:July 2009 |
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Hi folks,
I am new to this forum, but I am an old, big JA fan and have done some mods of my own to Ja1 and JA2.
There is one or two things about gameplay which I find completely unrealistic, but which could be helped by some minor modifications to the game mechanics.
One thing is this: You or your enemy is 200m away and running. You snipe him down with a headshot.
Completely unrealistic. You cannot aim properly with a sniper rifle when your target is moving. This is where you need machine guns and tracer ammo, to fill the air with lead and hope that at least one bullet hits. In real warfare, machine guns are very important just for this job, while sniper guns are pretty useless here. In JA2, it
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Civilian
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Re: Machine Guns/Close Combat and Realism[message #226033]
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Tue, 07 July 2009 17:24 
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Headrock |
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Messages:1762
Registered:March 2006 Location: Jerusalem |
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Quote:A penalty for target-movement already exists, maybe the cap of that penalty (maxiumum is 30 at the moment, I believe) should be adjusted?
As I said far above in this thread, HAM already does this. Has done for a couple of months now.
Quote:A very experienced hunter or marksman can negate this somewhat but in terms of target acquisition and your ability to really focus a shot once you have acquired it, swiftly moving targets are a total pain in the ass and perhaps a special penalty should address this.
(And other ideas)...
This discussion is pretty old, so I can only repeat stuff I've said in the past, really:
A) It is QUITE possible to change the size of the movement penalty based on distance. I.E., there's an optimal distance (I'd say ~10 tiles?) where movement gives a very small penalty. Anything closer/father away than the optimal will exponentially increase the movement penalty. Thus, it is exceptionally difficult to hit far away targets, and also somewhat harder to hit very close moving targets. This penalty would apply to any shot.
B) It is ALSO quite possible to change the way scopes affect the movement penalty, based on the amount of tunnel vision they produce. At above the scope's Min_Range_for_Aiming_Bonus, the aiming bonus you get from the scope diminishes (possibly even to negative values!) with target movement. For realism, the FARTHER away the target is, the LESS penalty you get to your aiming. Far away targets are easier to follow with the sights as they move.
C) Unfortunately, taking vectors into account is possible but difficult, at least with my coding/maths skills. So it may be difficult to implement respective movement (I.E. characters moving perpendicular to the attack vector would be harder-to-hit than those moving toward/away-from the shooter). However, the game does have the tools to implement this, it's just that I personally lack the skills to make that happen.
HAM's externalized penalty was the first step to solve the movement issues, and I do hope to implement points A and B above in future versions. Point C not so much I'm afraid 
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Re: Machine Guns/Close Combat and Realism[message #226093]
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Tue, 07 July 2009 20:40 
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Headrock |
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Messages:1762
Registered:March 2006 Location: Jerusalem |
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The problem with 1.13 isn't really in its new features, but rather in the way that it externalized the original JA2 hardcodes. It was a great help for modders initially, but lack of long-term planning culminated in 1.13 being "too good" for its externalizations. Starting with a bug-fixed JA2 gives us the chance to externalize things differently (E.G. LUA and all that) and more extensively. Practically all JA2 1.13 features can be ported over once this is done, and then the only difference between 1.13 and SMP would be the basic architecture. In such a case, 1.13 can be replaced by a copy of SMP, and then branch off again as a Beta platform for testing new features, albeit now based on the better SMP architecture. But as far as the "non-JA2" 1.13 features go, I don't think any of them pose any sort of problem for modders.
Features like the one we're discussing above, or rather ANY feature that does not impact modding at all, would probably work fine in both versions. They still would need work for porting, because of the difference in architecture, but they're not the ones causing problems in JA2 1.13, and won't be the ones causing problems in SMP either...
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Re: Machine Guns/Close Combat and Realism[message #236346]
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Fri, 30 October 2009 17:10
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Schmidt |
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Messages:30
Registered:September 2009 Location: Br |
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I don't think you need movement vector. People face in the direction they run, the direction they face is surely kept in a variable somewhere.
Then, let's pretend that angle from shooter to target is A, and target runs at angle B (north is 0)..
You get full penalty if A is perpendicular to B. So, all you have to do is get those angles, subtract A-B , and make absolute value of sinus of the result of that subtraction.
Look at the graph of sine. If angle is 90, it's 1. That's what we want. If it's 180, it's 0.. guy is running towards us.. at 270 it's minus one, but we'll have the absolute value take care of that..
Disclaimer.. I slept about 2,5 hours today, so before implementing this, draw a few graphs and think about it.
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Private 1st Class
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