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-   -   Flamethrowers (http://forum.shrapnelgames.com/showthread.php?t=51543)

Suhiir March 11th, 2017 08:22 PM

Flamethrowers
 
Currently it seems that while most (all?) flamethrower type weapons have a HEAT Penetration value in their weapon stats none of the units in the game (tho I did NOT check all 93 OOBs) seem to have HEAT ammo for their flame weapons.

So is giving these weapons HEAT Pen doing anything but increasing the weapon cost in the calculator?

Is there some way to "better" represent flame vs armored vehicle capabilities using warhead, HE pen, and HE kill values without making them superweapons vs soft targets?

Anyone got any brilliant ideas?

Mobhack March 11th, 2017 08:48 PM

Re: Flamethrowers
 
The code for flame weapons is special, and the HEAT value is used in attacks, especially close assault code (and AFAIR, the HEAT value for ATR is similar).

Flame weapons are HE, and are dealt with by special stuff here and there in the spaghetti.

They will therefore remain as-is, since that is what the code wants them to be.

Now - if I rewrote the code base from the ground up as a 2.0 version (in other words, a brand new game) then things might be more logical. e.g. no magic "accuracy" number - something more like the accuracy line that tabletop games use. Plus other weirdness that stem from it being designed as an MSDOS game which originally was squeezing a quart into a pint pot of less than 1MB of RAM (and needed a whopping 4MB system when replay was introduced in SP2, which actually led to our sp2ww2 hack way back, since SP1 was not slated to get replay).

For now - flame does what it does, and the data used is what the game expects of flame weapons.

Suhiir March 11th, 2017 08:59 PM

Re: Flamethrowers
 
Quote:

Originally Posted by Mobhack (Post 837773)
The code for flame weapons is special, and the HEAT value is used in attacks, especially close assault code (and AFAIR, the HEAT value for ATR is similar).

Flame weapons are HE, and are dealt with by special stuff here and there in the spaghetti.

They will therefore remain as-is, since that is what the code wants them to be.

Now - if I rewrote the code base from the ground up as a 2.0 version (in other words, a brand new game) then things might be more logical. e.g. no magic "accuracy" number - something more like the accuracy line that tabletop games use. Plus other weirdness that stem from it being designed as an MSDOS game which originally was squeezing a quart into a pint pot of less than 1MB of RAM (and needed a whopping 4MB system when replay was introduced in SP2, which actually led to our sp2ww2 hack way back, since SP1 was not slated to get replay).

For now - flame does what it does, and the data used is what the game expects of flame weapons.

Thank you for the clarification Sir!


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