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Increased firing speed resets

Posted: 18 Nov 2005, 20:21
by AlienDNA
When playing AA 1.03, I built a viper missile tower. It preformed as expected, and I went fps with it to test it for something. When I hit enemies, experience went up, and I indeed noticed an increase in firing speed. Very nice. But as soon as I hit 1.00 exp, firingspeed resetted to the default level. It built up again when approaching 2.00 experience, and it resetted again! It seems like I found a bug...

Posted: 25 Nov 2005, 12:52
by AlienDNA
Well, it's been a while... Could anyone either verify this, or prove me wrong? I would conduct some tests if I was back behind my home computer now...

Posted: 25 Nov 2005, 14:13
by colorblind
I believe you're right. I've tested it with HLTs: a HLT of 6.34 experience drained as much energy as one of 0.45 experience.

I dunno if it's fixed in the new version (0.67b1). Zaphod?

Posted: 25 Nov 2005, 19:54
by Caydr
I think it should cap off at 1.00 firing rate. Having it continally go faster is dangerous, and I don't mean balance-wise.

Posted: 27 Nov 2005, 07:08
by Dragon45
Basing the increase in firing speed off of the graph of a rational function would be a good idea, but set the upper limit to like 5.00.

Posted: 27 Nov 2005, 10:24
by SJ
limExperience=1-(1/(experience+1));

reloadSpeed=(1+limExperience*0.4);


Cant see how this could go wrong.

Posted: 27 Nov 2005, 14:59
by colorblind
Granted, it doesn't go wrong, but it is nonetheless strange because reloadSpeed caps of at 1.4. Does this mean that the maximum firing rate increase is only a factor of 1.4? That is a very small fraction imho between units with zero experience and units with > 10.00 experience.

Anyway, here a some graphs where experience is given by x, limExperience by y, and reloadSpeed by z.

Image
Image
Image

You can clearly see the small increase of reloadspeed (it's 1.2 at about 1.00 experience, and only 1.3 at about 5.00 experience). This would explain AlienDNA's observations as well as mine.

SJ, do you care to explain these ridiculously small differences in reloadspeed? Or did one of us simply screw up?

Posted: 27 Nov 2005, 17:03
by SJ
Yes those curves are WAD. I tried to model it to about the same effect that i think it has in TA, which should be something similar. TA has never had much focus on veteran levels except for a few units like BBs. Still I guess it could be good if someone would export those constants to some sort of text file so mod authors could change them.