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At the moment it is all based on pure number of blocks.
In here it was discussed about reduced reload time for bigger cannons
http://star-made.org/content/amc-damage-rework-fix-shield-and-hull-problem
so, what about this:
"distance" and "speed" should be combined.
instead of "distance" i would want to see "radius" (not as high as rockets, maybe just 10% of what a rocket has)
Longer Barrel = Higher Speed/Distance, decreased radius in Height and Width -> Long Range Sniper Cannon
Thicker Barrel = Higher Radius in all directions, but decreased speed -> Short Range explosive cannon
also: more guns = less reload, more damage, added to the other modifiers above
so, 1 block long very thick cannon would move very slowly over a short distance to deal high damage to the area, maybe it could hit shields multiple times because of the increased radius.
a 1 thick very long cannon would move with incredible speed over long range but would deal damage to only one block
a very thick and very long cannon would have a combined effect, very high damage from increased block-count in length and width, speed would negate, and radius would only be high in length, so basically a weapon with incredible long reload time, but very high damage to multiple blocks in a row
the calculation could work in "layers (length) and rows", a three dimensional calculation to give us more design choices. for each layer it will reduce the thickness by 1 and increase the length by 1, because there is always one block that does not count for thickness. For an easier examply i set it as "Center" but in fact it doesnt matter where you put it in, just once per layer (there is only one thing where i dont know how to handle it, see at the end)
lets try this on an example:
a 3x3 pattern with one extra block in the center (frontview)
***
*x*
***
R = Row, L = Layer
1R, 1L -> 3 blocks -> 3 Thickness
2R, 1L, Center -> 3 Blocks -1 Block from Center = 2 Thickness, 1 Length
3R, 1L - 3 Blocks -> 3 Thickness
1R, 2L -> 3 blocks -> 3 Thickness
2R, 2L, Center -> 3 Blocks -1 Block from Center = 2 Thickness, 1 Length
3R, 2L - 3 Blocks -> 3 Thickness
1R, 3L -> 3 blocks -> 3 Thickness
2R, 3L, Center -> 3 Blocks -1 Block from Center = 2 Thickness, 1 Length
3R, 3L - 3 Blocks -> 3 Thickness
1R, 4L -> 0 blocks -> 0 Thickness
2R, 4L, Center -> 1 Blocks -1 Block from Center = 0 Thickness, 1 Length
3R, 4L - 0 Blocks -> 0 Thickness
result: 24 Thickness, 4 Lenght
for a Long-Cross-Cannon it would look like this
again a 3x3 pattern with one extra block in the center, but this time without the corners (frontview)
*
*x*
*
1R, 1L -> 1 blocks -> 1 Thickness
2R, 1L, Center -> 3 Blocks -1 Block from Center = 2 Thickness, 1 Length
3R, 1L - 1 Blocks -> 1 Thickness
1R, 2L -> 1 blocks -> 1 Thickness
2R, 2L, Center -> 3 Blocks -1 Block from Center = 2 Thickness, 1 Length
3R, 2L - 1 Blocks -> 1 Thickness
1R, 3L -> 1 blocks -> 1 Thickness
2R, 3L, Center -> 3 Blocks -1 Block from Center = 2 Thickness, 1 Length
3R, 3L - 3 Blocks -> 1 Thickness
1R, 4L -> 0 blocks -> 0 Thickness
2R, 4L, Center -> 1 Blocks -1 Block from Center = 0 Thickness, 1 Length
3R, 4L -> 0 blocks -> 0 Thickness
result: 12 Thickness, 4 Length
Hope you understand what i mean
the only problem i would see would be a setup that "splits", like this (sideview):
/----
---x
\----
I would still reduce the thickness by 1 and increase the length by 1 for each layer
In here it was discussed about reduced reload time for bigger cannons
http://star-made.org/content/amc-damage-rework-fix-shield-and-hull-problem
so, what about this:
"distance" and "speed" should be combined.
instead of "distance" i would want to see "radius" (not as high as rockets, maybe just 10% of what a rocket has)
Longer Barrel = Higher Speed/Distance, decreased radius in Height and Width -> Long Range Sniper Cannon
Thicker Barrel = Higher Radius in all directions, but decreased speed -> Short Range explosive cannon
also: more guns = less reload, more damage, added to the other modifiers above
so, 1 block long very thick cannon would move very slowly over a short distance to deal high damage to the area, maybe it could hit shields multiple times because of the increased radius.
a 1 thick very long cannon would move with incredible speed over long range but would deal damage to only one block
a very thick and very long cannon would have a combined effect, very high damage from increased block-count in length and width, speed would negate, and radius would only be high in length, so basically a weapon with incredible long reload time, but very high damage to multiple blocks in a row
the calculation could work in "layers (length) and rows", a three dimensional calculation to give us more design choices. for each layer it will reduce the thickness by 1 and increase the length by 1, because there is always one block that does not count for thickness. For an easier examply i set it as "Center" but in fact it doesnt matter where you put it in, just once per layer (there is only one thing where i dont know how to handle it, see at the end)
lets try this on an example:
a 3x3 pattern with one extra block in the center (frontview)
***
*x*
***
R = Row, L = Layer
1R, 1L -> 3 blocks -> 3 Thickness
2R, 1L, Center -> 3 Blocks -1 Block from Center = 2 Thickness, 1 Length
3R, 1L - 3 Blocks -> 3 Thickness
1R, 2L -> 3 blocks -> 3 Thickness
2R, 2L, Center -> 3 Blocks -1 Block from Center = 2 Thickness, 1 Length
3R, 2L - 3 Blocks -> 3 Thickness
1R, 3L -> 3 blocks -> 3 Thickness
2R, 3L, Center -> 3 Blocks -1 Block from Center = 2 Thickness, 1 Length
3R, 3L - 3 Blocks -> 3 Thickness
1R, 4L -> 0 blocks -> 0 Thickness
2R, 4L, Center -> 1 Blocks -1 Block from Center = 0 Thickness, 1 Length
3R, 4L - 0 Blocks -> 0 Thickness
result: 24 Thickness, 4 Lenght
for a Long-Cross-Cannon it would look like this
again a 3x3 pattern with one extra block in the center, but this time without the corners (frontview)
*
*x*
*
1R, 1L -> 1 blocks -> 1 Thickness
2R, 1L, Center -> 3 Blocks -1 Block from Center = 2 Thickness, 1 Length
3R, 1L - 1 Blocks -> 1 Thickness
1R, 2L -> 1 blocks -> 1 Thickness
2R, 2L, Center -> 3 Blocks -1 Block from Center = 2 Thickness, 1 Length
3R, 2L - 1 Blocks -> 1 Thickness
1R, 3L -> 1 blocks -> 1 Thickness
2R, 3L, Center -> 3 Blocks -1 Block from Center = 2 Thickness, 1 Length
3R, 3L - 3 Blocks -> 1 Thickness
1R, 4L -> 0 blocks -> 0 Thickness
2R, 4L, Center -> 1 Blocks -1 Block from Center = 0 Thickness, 1 Length
3R, 4L -> 0 blocks -> 0 Thickness
result: 12 Thickness, 4 Length
Hope you understand what i mean
the only problem i would see would be a setup that "splits", like this (sideview):
/----
---x
\----
I would still reduce the thickness by 1 and increase the length by 1 for each layer