Critical Hits

Critical Hits

Requests for features in the spring code.

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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Critical Hits

Post by Snipawolf »

Critical hits, would need a chance

crithit=(.2 or something, that would be 1/5 the time)
critmult=(5 would do 5 times as much damage)

This could be pretty good, and a lot of mods could have it.. Ex: Tanks hitting the target's fuel supply. Machine guns ripping organs up..
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Lindir The Green
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Post by Lindir The Green »

I think a far better option would be modder defined spots on the hitbox/sphere that drain HP faster when they're hit.
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Min3mat
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Post by Min3mat »

yeah i think that randomness is a great addition to gameplay.
[/sarcasm]
/me hits the fool for #rand(1000d6-1000000d6) damage
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

randomness is the reason I hate risk... KEEP IT OUT OF SPRING!!!!!!!!!!!!!!!!!!

17 soldiers on 9, logically, who wins?































ready?



















the 9, obviously, with only 2 casaulties...
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Would be nice to have randomness available to the modder... but again, it would be hard to make it visually known that they just got a "Critical hit". Rather than a "roll of the dice" approach of just doing random damage (a-la RPG) I'd say let a weaponfire fire a random weapon (with randomized weighting assigned to the weapon) out of a list for the firing action. So a unit will generally fire the weak shot, but occaisionally (randomly) it will fire the giant-ultra-mega-shot....

Then again, such hypercomplex trickery is best left to the unit scripting and not the already overcomplex FBI filesystem.
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Snipawolf
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Post by Snipawolf »

...

The 9, cuz they had Heavy Machine guns and the other 17 were riflemen (no scopes) :roll:

Yeah, lets do complete randomness... Just what we need... :roll:
I think a far better option would be modder defined spots on the hitbox/sphere that drain HP faster when they're hit.
if this is possible, then I would like to know how..
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yuritch
Spring 1944 Developer
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Joined: 11 Oct 2005, 07:18

Script example

Post by yuritch »

Critical hitting is quite possible with scripting. Like that:

Code: Select all

CriticalHitControl()
{
   while(TRUE)
   {
      sleep 500;
      is_critical=1;
      sleep 100;
      is_critical=0;
   }
}

Create()
{
   ...
   start-script CriticalHitControl();
   ...
}

AimWeapon1(...)
{
   ...
   while(is_critical=1)
   {
      sleep 50;
   }
   return
}

AimWeapon2(...)
{
   ...
   while(is_critical=0)
   {
      sleep 50;
   }
   return
}
Weapon1 is the "normal" weapon, weapon2 is the "critical hit" (3x the damage or something). Both use the same turret and also unit's FBI contains

Code: Select all

WeaponSlaveto1=2;
to make both weapons target the same thing. This should work (althou I haven't tested this yet). The timing might need some adjustment, too.
How that works: CriticalHitControl() constantly switches a variable, but most of the time (5/6) it's going to be 0, and only 1/6 of the time it will be 1. Then aiming scripts use that to jam the appropriate weapon (normal or critical-hitting one).
Infantry is not the best example for this. Something like the battle of Jutland is much better: every say 100th shot has the chance of destroying a battlecruiser in 1 hit (because it hits the ammunition storage) while the same ship can survive tens of "normal" hits.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I'd rather see this done. That would cover all kinds of damage variations you'd want.
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rattle
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Post by rattle »

yuritch: Why not use

Code: Select all

      is_critical=rand(0,1);
      sleep 100;
instead?
HawkMan
Posts: 53
Joined: 20 Jul 2006, 22:28

Post by HawkMan »

I just though I shoudl remidn everyone that think "random crit hits is teh evil" that Spring is a game engine, it's not jsut TA or anything like that, having the ability to use random crit hits based on numbers isn't something you wouldn't have to use and not something that'd be forced on mods.

but it would be an option for those mods that do want or need it.


Sometimes I think over half of that goes on in these forusm is to flameor hinder in any way possible the develeopement of features "you"(being almost anyone ont he forum" don't like. rather than tryign to help or help front the feature "you" do like. wich is bad... makes for a very unfriendly and over competitive community, where everyone tends to dislike each other.

so what if everyon tried not to shoot down every feature suggestion and instead gave constructive comments or just ignored themif they have no itnerest in them.
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rattle
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Post by rattle »

Some people just like to find out new methods to shoot oneself in the foot (and some even start to argue about which foot first).

I like the idea however, would probably work well in combination with damage text.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Warcraft 3-ish are we?

(In War3 when you hit a critical it displayed the damage :P)

Nice suggestions, I think I'll copy it to notepad so i don't lose it..
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Caydr
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Post by Caydr »

Speaking of risk, this is the reason I don't play it anymore too. Invincible-granny-with-an-umbrella syndrome, wherein the defending player with one soldier manages to destroy 13 incoming armies.
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rattle
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Post by rattle »

One peewee to rule them all... imagine a player with only one PW left to root out the other one who's got turret syndrome. This is why options are optional. :P
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

HawkMan wrote:I just though I shoudl remidn everyone that think "random crit hits is teh evil" that Spring is a game engine, it's not jsut TA or anything like that, having the ability to use random crit hits based on numbers isn't something you wouldn't have to use and not something that'd be forced on mods.

but it would be an option for those mods that do want or need it.


Sometimes I think over half of that goes on in these forusm is to flameor hinder in any way possible the develeopement of features "you"(being almost anyone ont he forum" don't like. rather than tryign to help or help front the feature "you" do like. wich is bad... makes for a very unfriendly and over competitive community, where everyone tends to dislike each other.

so what if everyon tried not to shoot down every feature suggestion and instead gave constructive comments or just ignored themif they have no itnerest in them.
I know, I know... i was just reminded of a bad memory :P

tbh it should be, like many features, and option to modders...

e: damn// I only read the last three posts on the bottom of the reply screen when I went to explain my angerness hgiher up... whatever

(I was elaborating on what rattle said and completely ignored the fact that he was replying to yuri... :?)
Last edited by esteroth12 on 03 Oct 2006, 23:27, edited 2 times in total.
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rattle
Damned Developer
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Post by rattle »

Did you read yuritch's post? :P
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

rattle wrote:Some people just like to find out new methods to shoot oneself in the foot (and some even start to argue about which foot first).
I prefer using a grenade pistol (They turn up in Insurgency Devision. They're basically a big tube with a grip and trigger which launces grenade rounds. Looks a bit like a flare gun) to shoot of my 3rd foot in cases such as these
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Alright Caydr, I will hack your mod, reupload it to an almost impossible to tell the difference site, and peewees will have critical hits, 100% of the time, 100 times the damage/...















Nah, jk.. Seriously, stop blowing it out of proportion...
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Caydr wrote:Speaking of risk, this is the reason I don't play it anymore too. Invincible-granny-with-an-umbrella syndrome, wherein the defending player with one soldier manages to destroy 13 incoming armies.
For me it was the "I control half the map... but those other players just cashed in their cards and now have armies twice my size". Seriously, what idiot designed a 12-hour-long strategy/boardgame where your resources are decided by random card draws?

And Risk:2210 is actually really good - the cards make sense, there are a few different units, and the game is only 5 turns long.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

HawkMan wrote:I just though I shoudl remidn everyone that think "random crit hits is teh evil" that Spring is a game engine, it's not jsut TA or anything like that, having the ability to use random crit hits based on numbers isn't something you wouldn't have to use and not something that'd be forced on mods.

but it would be an option for those mods that do want or need it.


Sometimes I think over half of that goes on in these forusm is to flameor hinder in any way possible the develeopement of features "you"(being almost anyone ont he forum" don't like. rather than tryign to help or help front the feature "you" do like. wich is bad... makes for a very unfriendly and over competitive community, where everyone tends to dislike each other.

so what if everyon tried not to shoot down every feature suggestion and instead gave constructive comments or just ignored themif they have no itnerest in them.
My point is this: what would you prefer? A dubiously-useful feature that is doable in script anyways, or somebody to work on something more useful... like the new GUI, or tags for spells or something? Saying "no" to a feature is also saying "there are things that should be much higher priority".
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