WTFeature: Capture Speed
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WTFeature: Capture Speed
Should this arbitrary math on capture speed be kept or purged?
captureProgressTemp = captureProgress + 1.0f / (150 + buildTime / captureSpeed * (health + maxHealth) / maxHealth*0.4f);
captureProgressTemp = captureProgress + 1.0f / (150 + buildTime / captureSpeed * (health + maxHealth) / maxHealth*0.4f);
Re: WTFeature: Capture Speed
O_o
That sure is a lot of random constants. I mean, I could see wanting to include (current-health/max-health) and the unit cost (build time???) in the formula, but that's just... wtf? Where the hell does that 150 come from?
Reformatting to sane:
captureProgress + 1 / [150 + 0.4 * (1 + health/max) / capturespeed]
whiskey tango foxtrot.
That sure is a lot of random constants. I mean, I could see wanting to include (current-health/max-health) and the unit cost (build time???) in the formula, but that's just... wtf? Where the hell does that 150 come from?
Reformatting to sane:
captureProgress + 1 / [150 + 0.4 * (1 + health/max) / capturespeed]
whiskey tango foxtrot.
Re: WTFeature: Capture Speed
Purged!Should this arbitrary math on capture speed be kept or purged?
Even though it will screw up P.U.R.E.'s gameplay until it's adjusted to take that into account. I doubt most other games will even notice if it changes. It should just be a straight trade between the capturespeed and maxhealth, always, imho.
Re: WTFeature: Capture Speed
I'm curious about what the intent of capture-time is? Should it be dependant on the current health? Personally, I'd think it would be cool if it were easier to capture damaged units, but that's just me.
Or will it be handled the same as other systems, where you must capture the full maximum health of the unit?
Or will it be handled the same as other systems, where you must capture the full maximum health of the unit?
Re: WTFeature: Capture Speed
Fixed.Pxtl wrote:Reformatting to sane:
captureProgress + 1 / [150 + 0.4 * buildTime * (1 + health/max) / capturespeed]
whiskey tango foxtrot.
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Re: WTFeature: Capture Speed
Make it accessible through Lua API or let the constants be set by the mod in some other way.
Re: WTFeature: Capture Speed
Keep but let it be configurable modwise by some FBI tag.
Re: WTFeature: Capture Speed
There's going to be a new lua callin in case any mod wants to implement inane behavior. I'd say no to configuration tags. It's either in or it's out, maybe with a tag to turn it on and off, but no more.
Re: WTFeature: Capture Speed
I already requested similar madness to be removed from feature reclaim.
Such random things with arbitrary constants should not be in generic engine imo.
Such random things with arbitrary constants should not be in generic engine imo.
Re: WTFeature: Capture Speed
Technically you can already implement your own capture system via lua (ie my capture gun).el_matarife wrote:Make it accessible through Lua API or let the constants be set by the mod in some other way.
What I'd like to see is some option for including capture progress decay, although technically you could probably write a gadget to diy.
Re: WTFeature: Capture Speed
zwzsg, why do you want it kept?
Does anyone else want it kept?
Does anyone else want it kept?
Re: WTFeature: Capture Speed
Just because I'm concerned that it might break some unmaintened mod, somewhere, somehow, and no one would know nor care about it.
Re: WTFeature: Capture Speed
price of progress.
imho get rid of it, replace with something sane, add AllowCapture/Repair/Reclaim/ConstructionStep, deprecate AllowBuildStep.
imho get rid of it, replace with something sane, add AllowCapture/Repair/Reclaim/ConstructionStep, deprecate AllowBuildStep.
Re: WTFeature: Capture Speed
Already have more calls there that mostly done, but why split up Build into two parts?
Re: WTFeature: Capture Speed
because when the other calls are in place, AllowBuildStep should either change it's semantics or be redundant (if it does what i think it does, ie. works both on build and repair.)
Re: WTFeature: Capture Speed
It's only for build and unbuild (reclaim). There would be a new one for repair. Unless I'm missing an execution path, but then the 'part' var that says what fraction of the unit doesn't make sense.
Re: WTFeature: Capture Speed
ah yes, build and reclaim. those should be separated anyway imho.
Re: WTFeature: Capture Speed
As long as it's replaced with _some_ reasonably sane susbstitute, I'd say ditch it in favour of a more logical formula. I mean, there are lots of unmaintained mods, but I'm quite sure that none of them have extremely specific ideas about how long the capture process should take. In fact, the reverse case is more likely - that these forgotten mods have absurdly short or absurdly long capture times for a handful of units, with players totally unaware of this quirk.zwzsg wrote:Just because I'm concerned that it might break some unmaintened mod, somewhere, somehow, and no one would know nor care about it.
Are there any mods other than CA that even make extensive use of the Capture command?
Re: WTFeature: Capture Speed
Progress somewhat involve the idea of getting better, no? Not just getting different, break everything around you, and introduce a dozen bugs for good measure. I mean, sometimes I feel Spring is devolving, not progressing.imbaczek wrote:price of progress
But for the particular point of capture speed, I'm with Pxtl (minus the CA plug.)
Re: WTFeature: Capture Speed
The fact you are sometimes unable to see the progress does not mean it isn't there.