Add Ship Velocity to Projectiles/DPS

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    Cannon projectiles from faster ships should be faster and do more damage, while projectiles from kiting ships should be slower and do less damage. This would add some value to high speed fighters and might make combat more dynamic since staying in motion is more important.

    Higher projectile speed should also result in a higher range, keeping the projectile's lifetime constant.


    Detailed explanation:

    Velocity = motion vector including speed and direction
    Speed = magnitude of velocity vector
    • Add firing ship's velocity to velocity of cannon projectiles
    • On impact subtract target velocity from projectile velocity to get relative impact velocity
    • Calculate relative impact speed
    • Divide relative impact speed by base projectile speed to get damage multiplier
    • Apply damage multiplier to projectile damage because higher impact speed should result in higher damager and vice versa
     

    Mariux

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    I beleive there's a config option for that, though I've no idea why it's not in the default game.
     
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    I beleive there's a config option for that, though I've no idea why it's not in the default game.
    There was a similar (but different) config option, but I couldn't find it anymore, no idea if it's still there. But as far as I know it was merely about modifying a projectile's direction, not its speed, damage nor range.
     

    Jaaskinal

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    Projectile additive velocity is what it's called in the server.cfg, it alters cannons speed and direction, but doesn't work with beams (duh) and doesn't work with missiles because missiles reset velocity every tick.
    As for doing more damage for going faster, seems cool, but that would result in a lot of ramming, and the combat system should probably actually discourage that instead of encourage it :P
     

    jayman38

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    Generally server admins will increase default game speed quite a bit until it starts causing problems. When added to projectile speed, the game will start to have trouble registering hits. Effectively, shots will go right through the target some of the time, because the projectile will "pass over" the target during a single tick. I've seen the phenomenon with many games, especially during particularly "busy" engagements. To effectively counter this, the server admins would have to reduce maximum speed, or else the devs would have to develop a per-tick-additional-ray-trace per projectile. (Rather computationally expensive in 3D space)
     
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    Generally server admins will increase default game speed quite a bit until it starts causing problems. When added to projectile speed, the game will start to have trouble registering hits. Effectively, shots will go right through the target some of the time, because the projectile will "pass over" the target during a single tick. I've seen the phenomenon with many games, especially during particularly "busy" engagements. To effectively counter this, the server admins would have to reduce maximum speed, or else the devs would have to develop a per-tick-additional-ray-trace per projectile. (Rather computationally expensive in 3D space)
    Current maximum speed with overdrive is 4.5 times max server speed, cannon projectiles with damage beam slave have 25 speed. So in the most extreme case the increase in speed would be not more than 18%.
     
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