Jeronimo Posted October 9, 2016 Share Posted October 9, 2016 Few questions about combat system: - will avatars take same amount of dammages on every points of the body? - will there be one shot kills? (head shots) - what are missing chances on moving targets? - will there be some dodge moves for avatar controls? - what does lock means on moving targets? first person cursor will keep following moving target? or lock just means locking at a fix position and moving target could easily move out? - what are chances in AvA to escape from an unknow hidden positionned fire assault? - in CvC what are chances to dodge while beeing chassed? - in CvC will we need to aproximatly apreciate the distance and movement speed of a target before locking and firing? - in one seat combat hoovercraft, will there also be the lock and fire system? Link to comment Share on other sites More sharing options...
ShinyMagnemite Posted October 9, 2016 Share Posted October 9, 2016 I could be wrong... but. Most of this is still up in the air. I'm sure there will be different damage multipliers for hitting limbs, torso, head... -weapon types might play into armor, so only high lvl stuff would create 1hks -this is where those character skills/stats come into play as well as distance and weapon type -rolling like in darksouls would be great, lol -not too sure about the rest, sorry bud Link to comment Share on other sites More sharing options...
Anaximander Posted October 9, 2016 Share Posted October 9, 2016 Few questions about combat system: - will avatars take same amount of dammages on every points of the body? - will there be one shot kills? (head shots) - what are missing chances on moving targets? - will there be some dodge moves for avatar controls? - what does lock means on moving targets? first person cursor will keep following moving target? or lock just means locking at a fix position and moving target could easily move out? - what are chances in AvA to escape from an unknow hidden positionned fire assault? - in CvC what are chances to dodge while beeing chassed? - in CvC will we need to aproximatly apreciate the distance and movement speed of a target before locking and firing? - in one seat combat hoovercraft, will there also be the lock and fire system? Lateral speed. It's in the E-mail. If two ships are on : A ) Symmetrical approach, aka, two ships moving towards an intercept with the each other & B ) Parallel flights, moving on the same direction in different latitudes then they suffer less accuracy loss. If both ships have the same speed, they pretty much nullify accuracy loss on each other. If the attack goes fast and the target goes slow, the attacker got more chances to hit. If the reverse was to happen speed wise, the defended had more evade chances. Now, add the Projectile Speed of the weapon Element and you get something like this : TrSpA : Travelling Speed of Attacker PrSp : Projectile Speed TrSpT : Travelling Speed of Target ( TrSpA + PrSp ) / TrSpT If two ships were to go at 10,000 Km a second ( 0.03 c or "lightspeed" ) and a railgun on the attacker was to eject a projectile at 10 Km a second, then : ( 10,000 + 10 ) / 10,000 That equates to 100.1 % accuracy. I hear you say "but hey, that makes no sense", and no, it does, it equates to more dmg cause it's a precision strike, you got so much accuracy on that shot, you got no pressure per square surface loss on the target, aka the shot is not a grazing shot. If the attacker had a slow ship in comparison to the enemy, then the attacker would suffer accuracy loss and this is without taking into account how the Dev Team may take account of angular motion. I know some of you scratch your head "but Twerk, what about distance bruh?". Distance is another factor, tied to the effective range of a weapon. A railgun is powerful, sure, but it's not the fastest thing, and a laser is as fast as fast can be, but it is a glorified flashlight at distances. A mass driver is slow, sure, but guess what, planets are relativelly slow objects and orbital bombardments are easier due to that, and in the context of the game, planets do not orbit the star, they have a speed of 0 m/s and only angular positioning because they spin on their axis. As for "Headshots", that depends on the combat skills a person has and how the devs may utilise the "overlocking" on a target, turning accuracy chances exceeding 100% to "critical strike chances". Link to comment Share on other sites More sharing options...
Jeronimo Posted October 9, 2016 Author Share Posted October 9, 2016 In theory this is very accurate, but you only demonstrated CvC, what about AvA? Does anyone have a lock and fire system reference game for AvA? (Avatar vs Avatar) The only one i have is Final Fantasy 14 online, but its not in first person, or minecraft using a hacked client with auto lock target and aura, but its unplayable Link to comment Share on other sites More sharing options...
Hotwingz Posted October 9, 2016 Share Posted October 9, 2016 I think it resembles something we had in Tabula Rasa. Though I could be completely wrong. Link to comment Share on other sites More sharing options...
Anaximander Posted October 9, 2016 Share Posted October 9, 2016 In theory this is very accurate, but you only demonstrated CvC, what about AvA? Does anyone have a lock and fire system reference game for AvA? (Avatar vs Avatar) The only one i have is Final Fantasy 14 online, but its not in first person, or minecraft using a hacked client with auto lock target and aura, but its unplayable TERA Online. This video demonstrates the cobmat system called "Active Lock-On". It seems like shooting, it's just programming trickery. Link to comment Share on other sites More sharing options...
Jeronimo Posted October 9, 2016 Author Share Posted October 9, 2016 but here guys are 2 examples of 3rd person lock and fire, not fps Link to comment Share on other sites More sharing options...
Hotwingz Posted October 9, 2016 Share Posted October 9, 2016 but here guys are 2 examples of 3rd person lock and fire, not fps Same idea applies. You look at your target and it applies a soft lock. If target moves you have to follow the target to keep the soft lock. Link to comment Share on other sites More sharing options...
Dinkledash Posted October 9, 2016 Share Posted October 9, 2016 I suspect your skill level, the tech level of your weapon, the tech level of any defenses the target is employing, defensive skills of the target, environmental considerations, whether you are moving and whether your target is moving and of course range will all factor into whether you hit or not. You also may have a chance of a critical hit, meaning either more damage or damage to a specific module (or in the case of a player, their gear or a body part.) At high levels of skill you may have the option of aiming for specific systems on your target; for example at Gunnery 3 you may be able to aim at a type of system such as engines, fuel tanks, personnel compartments, while at Gunnery 5 you may be able to target a specific turret, engine, or aim for the bridge to increase you chances of getting that particular critical. Link to comment Share on other sites More sharing options...
Anaximander Posted October 9, 2016 Share Posted October 9, 2016 but here guys are 2 examples of 3rd person lock and fire, not fps It's the same thing, reticle at the center of the screen => place it on target => "charge up the lock on" => fire. It's the sme principle of "scan => Lock => fire" . It's what is called Active Lock-On, because you have to activelly seek to lock-on, instead of a point and click system like WoW or EVE or any other clone of WoW. Link to comment Share on other sites More sharing options...
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