Small modification to add to how units operate on slopes... - Page 2

Small modification to add to how units operate on slopes...

Requests for features in the spring code.

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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Yeah... would probably make sense if it was more like 90% speed reduction if it was the maximum grade.
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EXit_W0und
Posts: 164
Joined: 22 Dec 2005, 01:33

Post by EXit_W0und »

he wants units to be MUCH slower at 100% slope climbing
No, I'd like kbots to have a speed advantage vs vehicles on slopes, without vehicles being slowed down too much. One way of doing this is giving kbots less of a speed reduction on slopes, rather than slowing vehicles down more.

If you take the max slope for a flash tank and its max speed vs a hammers same attributes (an example from AA, but it wouldnt matter which mod it came from):

armham : maxvelocity 1.54, max slope = 14
armflash: maxvelocity 3.34, max slope = 10

Have them both travel a slope of 9, just under what the flash tank can handle.

If you work out their slope speeds from

float mod = 1 / (1 + slope * moveData.slopeMod);
where slopeMod = 4/(maxSlope +0.001)

You get new speeds of 0.72 for the flash tank
and 0.42 for the hammer. Thats a 78% speed reduction for the flash and a 72% speed reduction for the hammer. Theres not much in that at all.



All i'd like to see is a tag allowing for that percentage of speed reduction be controlled by the modder. Imho it would be useful, and would actually make things easier to balance.

So far the response (from only 2 people) has been : 'It's possible for this to have 1 set of values that i don't want to see in aa, it'll ruin gameplay! oh noes! Therefore there isn't a set of values that wont!' Which tbh is the general reaction to anything new.
More options are good, we should implement this. I started this thread to talk about which way is best to implement it rather than whether we should.
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