Reduce RNG In Combat; Make It More Intuitive

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Surrealistik
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Reduce RNG In Combat; Make It More Intuitive

Post by Surrealistik » 23 Nov 2016, 19:08

Summary (a quick, 2-3 sentence summary):

As per title.


Benefits (How this will benefit the server and game as a whole):

Makes combat more consistent, intuitive and less RNG; makes skill more important.


Details (Description of how you think this would work, the benefits, etc):

Two proposals for handling accuracy; in both cases deflection is replaced with damage reduction; instead of a % chance of deflecting, damage is reduced by that %:

#1: Whenever a projectile would miss a mob when entering its square, it instead 'grazes'. A grazing hit deals 25% of regular damage. A grazing shot continues past the mob. A shot that has 0% accuracy always misses completely and never grazes.

As an example, Muhren Billy Bob shoots a Hunter with a Deflection value of 30%. His rifle after mods has an initial accuracy value of 120% and deals 40 damage. This accuracy value decays over distance to 60% when it enters the Hunter's space:

The bullet then has a 60% chance to hit for full damage (40 damage which is then reduced to 28 after the Hunter's Deflection value of 30%; 40 * (1-.3)); in this event, the projectile is deleted/stops traveling.

That bullet also has a 40% chance to 'graze' the Hunter. At this point the damage is multiplied by 25%, which is then further reduced by the Hunter's deflection, dealing 14 net damage (40 * .25 = 10* (1-.3) = 7 damage). The bullet continues to travel.


#2: Projectiles never miss except when entering a mob's square unless they have an accuracy value of 0% or less. Instead they deal damage multiplied by their accuracy %. Projectiles have a default chance to pass through a mob they hit equal to 100% - their accuracy % value. A shot that has 0% accuracy always misses completely and always passes through.

Muhren Billy Bob's projectile would always hit the Hunter for 40, which is then reduced to 24 after his accuracy modifier (40 * .6 accuracy value), which is then reduced to 16.8 damage by the Hunter's deflection value (24 * 1-.3). It would have a 40% chance of moving through the Hunter (100 - 60 = 40) as a 'glancing' hit.

Note that it is possible for his bullet to benefit from a higher than 100% accuracy modifier, reflecting the impact of aim and finesse; if the Hunter was hit before any kind of accuracy falloff, the bullet would deal 33.6 damage (40*1.2*(1-.3)). Bullets with accuracy values of 100 or above will never pass through (by default anyways; maybe they're super special penetrating rounds or some shit).


Note that neither example factors in damage falloff modifiers which can reduce damage even further.

Implementation (Optional, if you have an idea how to implement it):

Coding changes.
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forwardslashN
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Re: Reduce RNG In Combat; Make It More Intuitive

Post by forwardslashN » 23 Nov 2016, 19:19

That doesn't sound more intuitive to me; why would bullets do more damage when they are more accurate? I might replace how accuracy works in the future, but damage will never, ever be tied to it. Denied.
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