Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Improved Interrupt System
Improved Interrupt System[message #290787] Sat, 17 September 2011 18:25 Go to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
This is an experimental project.
The interrupt topic was discussed like million times before, but no improvement was ever made if I recall correctly. Well, I am gonna try some things with it.
Where to start...

This project overthrows the current way the interrupts are handled. Instead of gaining interrupts only on the moment a guy spots another guy, we bring in a system which actually counts the amount of time we observe a guy and based on this time and our skills we are given the interrupts. I'll explain the exact mechanics:

-- CORE --

Interrupt Counter
This is the main wheel controlling the interrupt occurences.
The "Interrupt Counter" is a variable that tracks down the amount of APs an enemy (within our LOS) used (counted for each enemy separetely). When the Interrupt Counter hits certain value, we are given an interrupt. As APs represent time in JA2, this means that we have to see the enemy for a while to react and get interrupt, while the length of that while is determined by our skills.

However, for each AP an enemy used, the code rolls for a chance whether this AP would be counted or not.
This chance is based on the merc's abilities. For example if the chance is calculated to be 70% and enemy just used 10 APs for something, following happens:
For each of the 10 points, 70% chance is rolled - 10x 70% chance roll. If the roll is successful (under 70%) the point is counted towards mentioned Interrupt Counter, if the roll is not successful, the point is ignored. So statistically 7 points are counted for Interrupt Counter in this case.


The merc abilities influence both factors:
1) Interrupt Counter lenght is determined by:
  • Agility
  • APs we have at the moment
  • Injuries, shock, etc.
2) The chance each enemy AP used is counted or not is determined by:
  • Experience Level
  • Distance to target
  • Traits and whatever
  • (Camouflage of the enemy etc.)
Basically we could say, that the Counter length represents how FAST can our BODY react.
While the chance on each point represents how well we can percieve and realize what we percieve.

Hearing
Now. While this feature means we have to percieve the enemy for a certain amount of time to be able to react on him, it does not mean that we are never allowed to get the interrupt at the very moment we spot him. The thing is that IF we were able to hear him beforehand, the Interrupt Counter is involved too. For example our merc waits inside a building while an enemy guy runs around the building towards the entrance we aim at. We hear him the whole time as he runs, so we got aware of him well enough. The moment he opens the door and steps in, we get the interrupt and simply pull the trigger.

This feature alone means that:
  • We can interrupt an enemy we already see
  • We can get mmultiple interrupts for each enemy
  • The whole procedure of getting interrupts makes more sense

Collective Interrupts
A chance that if a soldier close to another soldier gets an interrupt, the second soldier can get an interrupt too. This means that one soldier can trigger an interrupt for many mercs around. Of course there are mercs' abilities involved.

Basically this feature represents mercs' communication and cooperation when close enough to each other. A perfect feature for Sniper+Spotter combo or Squadleader being center of a squad - capable Squadeader can stand in the middle of the squad watching the battlefield and yell orders triggering Collective Interrupts for others. As the Interrupt Counter length is influenced by current APs of merc (prolonging him the less APs remain), then it is wise teamfight strategy to not spend the Squadleader's APs keeping them on max to trigger collective interrupts more often.

The exact details on the workaround of this feature are not complete yet. But you can see the basis.

-- LUXURIES --

"No More Interrupts! button" - a button for each merc to turn off interrupts for the rest of the turn. Useful when he has too little APs to do something, or you just have some reasons to not trigger the interrupts (scouting with binoculars or whatever).

"Ignore Collective Interrupts! button" - similar to above, but making the soldier to ignore orders/yelling/warnings of others so does not respond to Collective Interrupts, but still getting his own interrupts.

Lock-On Feature Theory
for future



-- --

So, now when I am at the end of the rather plain explanation, I am not sure why exactly am I publishing this.... oh, right, I may use some suggestions, that's what. I was able to make the Interrupt Counter working. Experimentally. And it works. It's actually not so hard as one would think.

Must say it's some time I tried to explain something in english. My sentences are awkward like %@#$. :/
I hope you got the idea even though of that.


-- --

EDIT / UPDATE:
IIS was successfuly coded and added to development SVN branch. However I have too many other projects and haven't got so much time to perfectly debug it, so by now it's in a "testing phase" and turned off by defult in the SVN. If you want to play with it, either grab the code from development branch and compile it, or an SCI of revision 4903 or higher (however it may miss several bugfixes).
To enable IIS search for IMPROVED_INTERRUPT_SYSTEM in the JA2_Options.ini or in the ini editor choose it at the game start screen.

[Updated on: Mon, 19 November 2012 14:17] by Moderator

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Master Sergeant

Re: Improved Interrupt System[message #290797] Sun, 18 September 2011 08:07 Go to previous messageGo to next message
Slax is currently offline Slax

 
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Registered:July 2006
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I'd put on some progressive rock but this is progress enough. Wink

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Sergeant Major
Re: Improved Interrupt System[message #290800] Sun, 18 September 2011 10:25 Go to previous messageGo to next message
knightofni is currently offline knightofni

 
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It would be great to have an improved interrupt system, and i agree with everything you propose.

There's one more feature that would make the interrupt system even more "sensible", which would be to limit what you can do during an interrupt.

I've always thought the following situation to be very weird :

You're waiting for an enemy in a room. Said enemy pops in the room. You try to headshot him, miss. Then with your remaining APs, you just shoot at his general direction, hoping to wound him enough so that he wont be able to fully retaliate.

To me it would make much more sense (and make for a better gameplay Smile ) that after the first shot (missed or not), your adversary has a chance to answer. Two possibilities :

1. Getting shot at gives a interrupt chance (better solution, probably harder to implement)
2. One interrupt = one shot (not as satisfying, but i guess it's not too hard to code)

[Updated on: Sun, 18 September 2011 10:25] by Moderator

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Corporal 1st Class
Re: Improved Interrupt System[message #290803] Sun, 18 September 2011 13:50 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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No more interrupts button is very nice idea.But there also should be "No more interrupts for Everyone"

Well i have an idea,but i dont know if it is technically possible but,i have an idea where Merc can have an interrupt at any time he wants as long as he has enough AP to do Something and as long as no enemies see him,this could be good feature for snipers,but i dont know if it is possible to code

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First Sergeant
Re: Improved Interrupt System[message #290804] Sun, 18 September 2011 14:44 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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knightofni
1. Getting shot at gives a interrupt chance (better solution, probably harder to implement)
2. One interrupt = one shot (not as satisfying, but i guess it's not too hard to code)
How about: 3. Devise a 'magical formula' that calculates how much faster you are. i.e. how many AP you can spend (at max, if you have less, you only get those).

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Captain

Re: Improved Interrupt System[message #290805] Sun, 18 September 2011 14:54 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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2 knightofni:
Actually what you suggest is already present within the concept I described.

When what you said happens - you got interrupt on an enemy just stepped in a room, you shoot and miss, you just spent X APs by the shooting, this means the opponent can counter-interrupt you right away if his abilities are good enough. He has the Interrupt Counter running too, so you can't dance before him shooting all around, drinking beer and singing hymns, and think he won't get an interrupt. Quite the opposite, you can be pretty sure, he'll get the counter-interrupt if you let him, so you have only a limited time to take him down.

The only little problem is we are only able to get an interrupt AFTER the shot (or any action). So if the enemy shot takes 50 APs, but we would get interrupt after 25 APs the enemy used, it means we should actually interrupt him in the middle of the shot... but instead we will after the 50 when the shot is completed. Well, there are always gonna be such drawbacks in turn-based system. But I personally don't see that a big issue.
And it might be possible to get an interrupt before the shot, after the enemy raised his gun -> spent x APs for that, if our merc is very good.

[Updated on: Sun, 18 September 2011 15:43] by Moderator

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Master Sergeant

Re: Improved Interrupt System[message #291059] Sat, 24 September 2011 07:49 Go to previous messageGo to next message
knightofni is currently offline knightofni

 
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Then it's all good.

The problem you mention is not really a problem : what matters is who shoots first, so it's a binary event (only one can shoot first).

Sandro
2 knightofni:
And it might be possible to get an interrupt before the shot, after the enemy raised his gun -> spent x APs for that, if our merc is very good.


That would be great, it will give small weapons a much needed advantage in building combat.

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Corporal 1st Class
Re: Improved Interrupt System[message #291074] Sat, 24 September 2011 16:44 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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I managed to implement the main part. Now going through the million of situations JA2 combat system can bring and testing the functionality. So far it looks good.

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Master Sergeant

Re: Improved Interrupt System[message #291076] Sat, 24 September 2011 17:09 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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"Counter-Interrupt" Resuming The Turn
One thing I am thinking about - counter-interrupting enemy resumes the turn for the team. But is it good thing?

Let's say my 5 mercs see 2 enemies, one of them did something and all 5 got interrupt (due to collective interrupt feature)... one of my 5 dudes shoot at one of the 2 enemies - spent X APs - the other enemy dude gets counter-interrupt, thus resuming the enemy turn without the 4 of my men being able to do anything.

This could lead to somehow unhappy player in some cases. "Some" cases because not always this would mean a real deal. You could either be fast enough, or the other enemy guy would be counter-interrupted too and so on.

I was thinking about double-leveled interrupt. If during our interrupt, we are interrupted, it is going to a second interrupt "level" - i.e. the enemy turn is NOT resumed but they are awarded an interrupt where only those who interrupted our team may move (simply same behaviour as normal interrupt). Then after they end the interrupt, we get back to our interrupt and can continue with it. Only 2 layers I would allow this way:
During enemy turn -> we interrupted -> enemy interrupted us -> they resolve it as interrupt -> after which we return to our interrupt -> after which we return to enemy turn and continue..

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Master Sergeant

Re: Improved Interrupt System[message #291248] Wed, 28 September 2011 13:16 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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I was hoping for some help such as feedback, suggestions or critics on this. But it doesn't seem to interest anyone.. Or is the concept bad?

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Master Sergeant

Re: Improved Interrupt System[message #291253] Wed, 28 September 2011 14:54 Go to previous messageGo to next message
Sam Hotte

 
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Location: Middle of Germany
To me the concept sounds quite well thought of and not bad at all.

But it is quite difficult to imagine the pros and cons concerning gameplay. So i guess i'd have to see it to get the feel of it in order to be able to criticize it.

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Sergeant Major
Re: Improved Interrupt System[message #291257] Wed, 28 September 2011 15:25 Go to previous messageGo to next message
knightofni is currently offline knightofni

 
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About the double level interrupt : didn't comment at first because i didn't get it. I was in dumb mode, or maybe it's not that obvious.

Having just faced that very situation in game, it's definitely annoying. I got an interrupt, wanted to move a guy from a cover to another. Got interrupted during the move, shot at. Until here, normal. But then i couldn't resume the movement and hide behind my rock. Loss of AP + doesnt feel right.

As i understand this double level would solve these situations. Then it's a great addition.

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Corporal 1st Class
Re: Improved Interrupt System[message #291278] Wed, 28 September 2011 23:30 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
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I am interested in your idea. This idea can do that fight will be more interesting and more difficult (a good thing) but this can only see it when you can try in the game. I think you will do it very well Smile .

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Master Sergeant
Re: Improved Interrupt System[message #291281] Thu, 29 September 2011 02:15 Go to previous messageGo to next message
KEN C

 
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Registered:May 2007
Location: Aberdeen Washington USA
@Sandro, I would like to playtest any betas you come up with.

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Sergeant 1st Class
Re: Improved Interrupt System[message #291289] Thu, 29 September 2011 15:20 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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Registered:November 2008
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Alright. Thanks.

knightofni:
Yes, that will solve those situations.


EDIT:
Yup, so far everything seems to work. I haven't made the luxury stuff yet though.
Now I have to figure out the exact calculations for the chances, reaction time length etc.

[Updated on: Thu, 29 September 2011 18:50] by Moderator

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Master Sergeant

Re: Improved Interrupt System[message #291333] Fri, 30 September 2011 16:11 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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OK, who wants to test, here are files of the first version:

http://www.mediafire.com/?dw71hu19k7mcg6f

Just copy them over the latest SVN game dir (dunno if SCIs are up to date enough). Unfortunately, older savegames are not compatible. :/ And remove your profile folder too, it can cause troubles with launching the game. Simply the best thing is to place it over fresh copy of JA2 1.13.

The buttons are not made yet, but the core behaviour (+ collective interrupts) is.
The values may be set too high, i.e. not allowing the interrupts to occur so often, stats and experience level plays a big role here. You may compare lvl 10 guy with lvl 1. I may tweak the calculations according to your opinion. And I am gonna externalize it after.

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Master Sergeant

Re: Improved Interrupt System[message #292528] Fri, 21 October 2011 20:50 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
YOU! Sexy. Czech. Man! You are Sparta! I would EAT the stuff you code. Haven't been updating JA2 for quite a while and when I did I read about all the new stuff. Cursor swap stuff and sidestepping and... INTERRUPT! I came here and then read this and I flipped. This is nasty stuff right here. Tastes like unicorn flesh. Heck yeah!

This is so grand, I feel like I should applaud you. I haven't even tested it but it's so amazing to see things come to fruition.

What came to mind when I read about your idea of a double-layered interrupt system:
1) Yes! Finally!
2) We should have infinite layers.
3) This would be like playing in real time.

Very Happy

---

PasHancock
interrupt at any time he wants as long as he has enough AP
I disagree. Snipers don't shoot at any given time, they too have to wait for opportunities. I think it's enough precision to be able to shoot a running soldier at 3 different positions but being able to kill him on every single tile is surgical precision I don't associate with JA2.

I think interrupt intervals are actually quite intuitive. Also, JA2 is very random, lots of things are randomized and opportunities occur a lot. So if a sniper observing someone has a higher interrupt chance and gets several chances of taking a shot, this is absolutely sufficient. No need for extremes. Consider interrupts the circumstance of reacting faster than the enemy acts. Enemy runs towards cover, signals people, ducks down: Lots of time for you to engage. On a small scale however, the enemy moves his head or turns around, jumps, whatever, much faster than you can adapt to it.

Sandro
problem is we are only able to get an interrupt AFTER the shot
knightofni
The problem you mention is not really a problem
Exactly, the high shooting AP costs are used for stabilizing the larger gun after the shot (recoil compensation) so you can't come up with quick follow-up shots as you would with small weapons. If the gun is quick to raise and aim, however, this doesn't make a difference, you can still get your shot off (that's why combat shotguns should be relatively easy to handle) but you can't quickly fire consecutive shots after the initial one.

---

I have a question. How do APs get handled when you're counting them? Do shooting APs count differently from movement APs? Because fast mercs spend more APs on shooting than slow mercs and it would be counter-intuitive to handle the 50 APs my speedy merc uses for weapon handling exactly like the 30 APs my slow-as-crap merc needs and interrupt the fast merc more often than the slow one. Do the regular maximum APs factor into that equation?

---

Darn thing is I can't get my head to playtesting the new stuff right now. There's lots to learn and do and I'm usually glad I can get a shooter game running and pop some heads without caring for detail. But damn, Sandro, you're the master. You know it. It's so wicked to run Tortoise from time to time and suck the internet dry and see what gems are among the changes. This is beauty. It's unbelievable how I've been ranting about the topic a while ago and bam, there's my change. Yes we can. I somehow feel like I owe you. Compare your spare time coding to what the Techland devs are doing to Dead Island. Nothing, exactly. And they're "professionals". If I ran a game company, I'd so hire you, I'd hire the FUCK out of you. Great man.

I lub yoo so mutch lol! Loot. Very Happy

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Master Sergeant
Re: Improved Interrupt System[message #292531] Fri, 21 October 2011 22:21 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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Hahaha. Smile

There wasn't much interest in this lately, so I stopped working on it for some time. The double-layered interrupt is not yet done.

Quote:
I have a question. How do APs get handled when you're counting them? Do shooting APs count differently from movement APs? Because fast mercs spend more APs on shooting than slow mercs and it would be counter-intuitive to handle the 50 APs my speedy merc uses for weapon handling exactly like the 30 APs my slow-as-crap merc needs and interrupt the fast merc more often than the slow one. Do the regular maximum APs factor into that equation?
Yay, this is a good point. I forgot the APs for shooting are recalculated based on soldier's current max APs.

---

To all:
The IIS was merged to development SVN trunk, no need to download and test this alone.

Btw. not only sidestepping but also WALKING is now possible with weapon raised. (And hopefully I'll be able to pull off the firing from hip too.)

[Updated on: Fri, 21 October 2011 22:38] by Moderator

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Master Sergeant

Re: Improved Interrupt System[message #292536] Fri, 21 October 2011 23:25 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
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I tried. In fact, more is going on and it is more difficult. Players must be more careful and more combined. Smile.
I'm waiting when it will be in SVN.
Like I said: Quote:
I think you will do it very well.

Well done and thanks.
Smile

[Updated on: Fri, 21 October 2011 23:47] by Moderator

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Master Sergeant
Re: Improved Interrupt System[message #292546] Sat, 22 October 2011 00:53 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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So someone tried! Thanks for the feedback.

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Master Sergeant

Re: Improved Interrupt System[message #292886] Mon, 31 October 2011 11:53 Go to previous messageGo to next message
Luppolo is currently offline Luppolo

 
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psyched for the lock on feature, how much of the op is already implemented in svn?

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Staff Sergeant
Re: Improved Interrupt System[message #292891] Mon, 31 October 2011 13:15 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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The main engine - the "interrupt counter", and the collective interrupts are implemented. However need testing, so it's gonna stay in the development trunk for some time.
Only the luxuries are not yet done.

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Master Sergeant

Re: Improved Interrupt System[message #292894] Mon, 31 October 2011 15:42 Go to previous messageGo to next message
Luppolo is currently offline Luppolo

 
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is possible to test this whithout building from source?

can i just put the zip you posted above over a clean 4552?

[Updated on: Mon, 31 October 2011 15:43] by Moderator

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Staff Sergeant
Re: Improved Interrupt System[message #292896] Mon, 31 October 2011 16:55 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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That zip is old. Use this:

http://www.mediafire.com/?be4389w923qniyr

It's with the built exe.
However you can experience some bugs, but shouldn't be anything big.

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Master Sergeant

Re: Improved Interrupt System[message #292903] Mon, 31 October 2011 20:33 Go to previous messageGo to next message
Luppolo is currently offline Luppolo

 
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i put the new zip on top of 4552, but at startup i get some ini-related errors (maybe its normal with beta builds) and when deploying to omerta as soon the drop off animation finishes and the mercs start talking about the occupied sector the game crashes

ths happens both if i delete or not the Profiles folder when applying the "patch"

this is the error
http://i42.tinypic.com/24eaqky.png

these are the log files (from the profiile folder)
http://www.mediafire.com/?6i6otid6i7ft832

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Staff Sergeant
Re: Improved Interrupt System[message #292904] Mon, 31 October 2011 20:38 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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You're missing some new animation file. You should use an SVN checkout of the main branch and possibly the MP branch as well (I'm not sure where they put that file) instead of the release installer.

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Captain

Re: Improved Interrupt System[message #292905] Mon, 31 October 2011 20:44 Go to previous messageGo to next message
Luppolo is currently offline Luppolo

 
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where do i find the links for those?
i have the one for the "regular" branch but it was months ago and maybe it changed, also i don't know the one of the mp branch

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Staff Sergeant
Re: Improved Interrupt System[message #292907] Mon, 31 October 2011 20:48 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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It didn't change, but you can scratch that. Tais just upped a new SCI, that one should work as well.

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Captain

Re: Improved Interrupt System[message #292908] Mon, 31 October 2011 20:50 Go to previous messageGo to next message
Luppolo is currently offline Luppolo

 
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ok i'll try that

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Staff Sergeant
Re: Improved Interrupt System[message #292910] Mon, 31 October 2011 21:11 Go to previous messageGo to next message
Luppolo is currently offline Luppolo

 
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tais sci is 4778 while sandro posted a 4748 exe, does it mean the sci already includes new interrupt system?

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Staff Sergeant
Re: Improved Interrupt System[message #292911] Mon, 31 October 2011 21:14 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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Yes. It contains all the stuff Sandro committed to the dev trunk.

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Captain

Re: Improved Interrupt System[message #292915] Mon, 31 October 2011 22:37 Go to previous messageGo to next message
Luppolo is currently offline Luppolo

 
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if i read correctly, all the new interrupt system is based "only" on the npc stats and distance to enemy and his camo?

a merc regardless of its experience/health status will still have an easier time intercepting slower enemies (not talking about cth of course, that's already handled about moving targets), i think the "chance of AP count" should take in account also enemies' agility

enemy's physical stats are even more important in a close combat scenario, in that case even enemies traits will have impact in kives fights or when martial arts are involved.
also always in a close combat situation, the ap have a different meaning, punching/slashing requires much more ap's than just raising a gun (some have even 0 ap for draw), but with the system as it is now, when 1 tile away from target, pulling out the gun is less interrupt prone than wrestling.
when 1 tile away from a proficient knife/cq fighter you should not be able to just pull out your gun and fire without being interrupted


or maybe the system already takes all this in account, just the description isn't in-depth?

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Staff Sergeant
Re: Improved Interrupt System[message #292921] Tue, 01 November 2011 02:49 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
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Location: Berlin, Germany
Isn't that already done for? I mean, I have no idea but I thought enemy stats were also part of the equation.

And concerning knife attacks, I think, since you only get your interrupt after an enemy's action, raising a gun should enable an interrupt before it gets fired while melee attacks can't be interrupted due to their one-move nature. I don't know if it's like that, I only understood it that way.

And yes, there might be more description concerning these details.

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Master Sergeant
Re: Improved Interrupt System[message #292944] Tue, 01 November 2011 13:46 Go to previous messageGo to next message
Luppolo is currently offline Luppolo

 
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Registered:July 2009
maybe in the old interrupt

basing of the description in op looks like the chance to have an iterrupt per enemy ap spent is dependant only by merc stats, the only way the enemy affects this is WHAT he does (how many aps uses), distance to merc and camo. unless i missed something, enemy stats don't have a role at all now while in specific situations it does

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Staff Sergeant
Re: Improved Interrupt System[message #292947] Tue, 01 November 2011 14:57 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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Enemy stats do not have a role in the calculation at this moment. Not directly, that is.

The important thing is, whether you see the enemy and how well are you aware of him. Then it's about your ability to react. It does not matter how good is the enemy you are just watching. At the moment you see him, it doesn't matter what is he doing at all.

Sorry for incomplete description, I got no time to provide the full calculation behaviour.

---

Thank you DepressivesBrot for the answers. I thought the animation files were already added to main SVN branch.

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Master Sergeant

Re: Improved Interrupt System[message #293130] Mon, 07 November 2011 11:06 Go to previous messageGo to next message
Luppolo is currently offline Luppolo

 
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already reported somewhere else, but writing here too to have all in one thread

-enemies turns sometimes never end
-you get interrupts during militia turns

also the deputy trait might add a little bit to collective interrupt and scouts might have a little higher chance of ap "detection" as they're trained to observe (not necessary but makes sense)

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Staff Sergeant
Re: Improved Interrupt System[message #293139] Mon, 07 November 2011 13:44 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
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Yo Sandro, You have PM.

For everyone else, there is more info here.

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Sergeant Major

Re: Improved Interrupt System[message #293151] Mon, 07 November 2011 21:01 Go to previous messageGo to next message
Luppolo is currently offline Luppolo

 
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Registered:July 2009
ok this is odd

i have IIS DISABLED in the ini

however, IIS is active (no interrupts on sight, group interrupts and such) but no enemy turn hang up!

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Staff Sergeant
Re: Improved Interrupt System[message #293158] Tue, 08 November 2011 01:31 Go to previous messageGo to next message
Cloaked is currently offline Cloaked

 
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gief... lock on feature Very Happy

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Re: Improved Interrupt System[message #293171] Tue, 08 November 2011 07:02 Go to previous messageGo to previous message
The Cheshire Cat is currently offline The Cheshire Cat

 
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Registered:July 2010
This sounds really cool, the basic interrupt system has always bugged me, though this doesn't sound like it will solve one of my key issues with interrupts, in that if you're stealthing behind an enemy and he turns around and notices you, your merc is basically dead, when realistically they really should have had a chance to react since the merc is aware of the enemy but not vice-versa, so the merc really has the drop on him. I suppose you could have this all factor into your calculation for adding up APs - maybe give a huge bonus to how many "interrupt points" you get if the person acting is unaware of the person observing them. This might end up causing a lot of annoying interrupts for snipers, though (although the "no more interrupts!" button you mentioned would certainly solve that).

One suggestion about the "lock-on" concept: I don't think it needs to be a separate button. Just the action of raising the gun itself should be considered to be "locked on" to the tile the player used the "l" button on. I also don't think it should apply only to that tile but rather in a line extending from the merc out through that tile - basically anything that crosses the "middle" of their vision would apply. You could probably have lesser interrupt chances for the tiles adjacent to those ones as well, with diminishing returns until you're about 2-3 tiles away from the center.

It's unfortunate that mercs can only face in the 8 directions in this game, since it would be a lot more natural if their cone of vision just centered on the locked on tile itself, but I guess you have to make compromises when dealing with a 10 year old 2D game engine.

[Updated on: Tue, 08 November 2011 07:04] by Moderator

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