
Markus Reese
Caldari Estrale Frontiers
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Posted - 2010.06.18 02:49:00 -
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I had (what I thought) was an excellent, and low system resource usage way to not break up the blob, but make blobbing more of a tactical choice. Copied and pasted from my post in this old thread:
Quote: Well, the other part of damage reduction it I don't feel it would cause more lag, it would be as though part of each gun was a simple EWAR. Ie as the gun cycles, it supplies the penalty... I had an equasion written for the old discussion that I never posted. Mind you, I am not familiar with the coding or programming of eve weaponry, so bear with me... Though I think it is a nice simple start for being whipped up in an hour of thought.
Alright, some variables...
Dg = base damage modifier gun Db = base damage sum ammunition Ra = Range modifier to damage result Tr = Tracking modifier to damage result Si = signature of target Ad = final damage modifier. Os = obsurement Ot = total of all obscurements Mm = Minimum modifier constant Ec = Effect Constant Rf = Base rate of fire
(dg*db*Ra*Tr)/(Ec*Rf)=Os
If the overall Ot is less than sig, then the Ad = 1 Ad = Mm+(1-Mm)*Si/Ot
Alright so example would be lets say is a pvp fight between two thorax, one shooting at another (not counting drones) Guns, lets go with the base 200mm. Thorium ammo
Dg = 2x Db = 43.1 Ra = 1.0 (meaning at optimal) Tr = 1.0 (can track fine) Si = 140 Ec = 5 Mm = 0.5 Rf = 4.88 (2 x 43.1 x 1 x 1)/(5*4.88) =
Therefore the obscurement per gun is 3.53 , x 5 guns is 17.65
As such, the 140 signature is greater than the 17.25 so guns do full damage. If there were say 10 thoraxes though shooting the one, then damage would start to fall off. The sum of obscurement would be 176.5 Lets say ccp decided the minimum modifier constant is 50% damage.
0.5+(1-0.5)*140/176=0.898 So 10 ships would be doing 89.8% of their max damage should they all hit right. This modifier is then added to the damage you normally would calculate.
Missiles are easier and harder. They cannot go by cycle as why would they disrupt the to hit if they are not going to be there for 20 seconds? and such would be easier if upon impact, they would supply the penalty. Each missile would last a certain duration penalty.
Now, there are most probably many holes, etc, but I feel it is a good base. Why? because it is a tunable equasion. See, the Effect constant would tune how many ships would be engaged approx before the penalty starts to take effect. By adding a minimum modifier, it would set how low it could truely go. Also means that no matter how many ships you add, the damage added to the blob is more than any change to the penalty. This could be well tested on Sisi by experienced fleet players to see how the dynamic feels to them.
Concerns, first, why the ammo and gun modifier? Well starters, it can add tactics to how a fleet operates, large damage, you need less ships on a target, can split up. Also by using the base numbers, it means that skills do not affect the penalty. If you use the long range ammo, you can have more guns firing at it since the smaller guns/lighter ammo has less energy and thereby would create less distruption for fleet purposes. Also the equasions are quite basic, and probably can be worked into the current ones to cause very little lag, if any.
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