So at the moment, any sort of hull is pretty useless.
they have some more hp, and reduce dmg but in the big battles of present time that is almost useless.
so this is my idea, a bounce off rate. it should be there with regards to physics, so it will only make starmade more realistic.
so the idea is pretty simple, every hull has it's reflaction rate in per cent.
the higher the rate, the less change something will deal damage.
the following pictures will explain this more precise:
when a bullet would hit the armour at an angle of 90 degrees, straight, it will have 0% change of reflecting,
the angle at which a bullet hits the hull, will tell something about the change of bounce off.
it will be more or less like this:
90 degrees= 0%
135/45 degrees= 50%
170-180/0-10 degrees= 95-100% (depends on angle)
angle of incedence =(angle of which the projectile hits the hull)= AOI
in the formula, with AOI i mean the corresponding percentage.
now your question would be, how can you make a difference between normal hull, standard and advanched.
it can be done with a very easy formula:
normal hull (hull): AOI x 0.5
standard hull: AOI x 1
advanced hull: AOI x 1.5
let's take it to the test:
a projectile hits 3 hulls, normal, standard and advanced.
the projectile hits the 3 hulls at the exact same angle: 45 degrees (so 50% reflection change)
normal hull: 50x0.5= 25% change that the projectile will bounce off.
standard hull: 50x1= 50% change that the projectile will bounce off.
advanced hull: 50x1.5= 75% change that the projectile will bounce off.
note: all the numbers said here are a rough sketch, maybe it will change to less or to more depending on the strength.
now this, will make using hull a lot petter, because the formula for any other block will be:
AOI x 0= 0% change to bounce off.
the AOI bounce off system won't interfere with shields, only when a projectile isn't reflected the shield will be damaged.
what about beams? they already hit it parts, just look at the dmg indicator that keeps changing. only beams just hit fast.
let's count THE POSITIVE ADVANTAGES from this system:
1. players are encouraged to build with better armour blocks.
2. battles will become more tactical and less dynamic which means that you should think about your moves.
3. battles aren't only about dps and shields anymore, it will also about aiming skills, and good posisioning.
4. players are encouraged to build pretty ships, as doom cubes won't be able to reflect a single projectile. pretty ships Always have wedges and many sides, making a 90 degree hit very hard.
5. battles will be more realistic.
6. players are challenged to build special armour like this:
a few notes:
1. these numbers are all rough, if you ask me, maybe lower them a bit.
2. the "bounce off" will be a lot harder to make, i am no programmer or something, but i know it will be hard.
i'd say just get the system first and make an indicator saying: "bounced" as first release, then you can start with the long part while starmade is already using the bounce system. as for the bounce, just make it as it would be with light, let it bounce off and it will eithr hit something else or get out of range.
3. i wrote positive advantages in capitals for the people who want to find it easily
they have some more hp, and reduce dmg but in the big battles of present time that is almost useless.
so this is my idea, a bounce off rate. it should be there with regards to physics, so it will only make starmade more realistic.
so the idea is pretty simple, every hull has it's reflaction rate in per cent.
the higher the rate, the less change something will deal damage.
the following pictures will explain this more precise:
when a bullet would hit the armour at an angle of 90 degrees, straight, it will have 0% change of reflecting,
the angle at which a bullet hits the hull, will tell something about the change of bounce off.
it will be more or less like this:
90 degrees= 0%
135/45 degrees= 50%
170-180/0-10 degrees= 95-100% (depends on angle)
angle of incedence =(angle of which the projectile hits the hull)= AOI
in the formula, with AOI i mean the corresponding percentage.
now your question would be, how can you make a difference between normal hull, standard and advanched.
it can be done with a very easy formula:
normal hull (hull): AOI x 0.5
standard hull: AOI x 1
advanced hull: AOI x 1.5
let's take it to the test:
a projectile hits 3 hulls, normal, standard and advanced.
the projectile hits the 3 hulls at the exact same angle: 45 degrees (so 50% reflection change)
normal hull: 50x0.5= 25% change that the projectile will bounce off.
standard hull: 50x1= 50% change that the projectile will bounce off.
advanced hull: 50x1.5= 75% change that the projectile will bounce off.
note: all the numbers said here are a rough sketch, maybe it will change to less or to more depending on the strength.
now this, will make using hull a lot petter, because the formula for any other block will be:
AOI x 0= 0% change to bounce off.
the AOI bounce off system won't interfere with shields, only when a projectile isn't reflected the shield will be damaged.
what about beams? they already hit it parts, just look at the dmg indicator that keeps changing. only beams just hit fast.
let's count THE POSITIVE ADVANTAGES from this system:
1. players are encouraged to build with better armour blocks.
2. battles will become more tactical and less dynamic which means that you should think about your moves.
3. battles aren't only about dps and shields anymore, it will also about aiming skills, and good posisioning.
4. players are encouraged to build pretty ships, as doom cubes won't be able to reflect a single projectile. pretty ships Always have wedges and many sides, making a 90 degree hit very hard.
5. battles will be more realistic.
6. players are challenged to build special armour like this:
a few notes:
1. these numbers are all rough, if you ask me, maybe lower them a bit.
2. the "bounce off" will be a lot harder to make, i am no programmer or something, but i know it will be hard.
i'd say just get the system first and make an indicator saying: "bounced" as first release, then you can start with the long part while starmade is already using the bounce system. as for the bounce, just make it as it would be with light, let it bounce off and it will eithr hit something else or get out of range.
3. i wrote positive advantages in capitals for the people who want to find it easily
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