General > Discussion
Recoil?
nemchenk:
Is there (or will there be) a way simulate the various kinds of recoil? For example, something like:
Each weapon has a "recoil" stat. When calculating hit probability, we add Accuracy and the relevant Skill, but we will also deduct a modifier for Recoil. This modifier is 0, or (Recoil - Strength), whichever is lesser. Thus, Strength can prevent a malus from Recoil, but can never make a bonus. Or:
--- Code: ---RecoilMod = ( Recoil - Strenght )
if ( RecoilMod < 0 ) then RecoilMod=0
ShotAccuracy = ( Accuracy + Skill - RecoilMod ) / 200
--- End code ---
What do you think?
BTAxis:
I don't like it, for the same reason I gave in the encumbrance thread.
nemchenk:
That is, that it makes Strength too important. I think we can work around it, as I posted in the Encumberance thread. I need some help with Accuracy though :( Still, it is a Squad Tactics shooty game -- Accuracy could be important enough as it is! :D
Surrealistik:
Lol. Strength does barely anything (if anything) at all. Why the phobia about giving it any measure of importance? Honestly, I don't get you axis. It should also be noted that not all weapons, or even most weapons for that matter, will have high recoil, so strength will not overtly limit the amount of equipment a soldier can use effectively.
Neko:
I think I don't like it either. First of all, even if Strength has no meaning now, the devs have to plan not just for the current game, but also for the finished one which includes whatever else they plan on implementing at the moment.
Secondly, having Strength impact ranged accuracy is not intuitive. soldiers already have a stat on how good they are with all things accuracy, which is accuracy. Abstraction and simplification is more elegant in this case I think.
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