
Sabriz Adoudel
Glorious Revolutionary Armed Forces of Highsec CODE.
4933
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Posted - 2015.03.30 23:53:35 -
[1] - Quote
I'm not sure how this information should be presented, but I think it should be listed somewhere.
Range based accuracy profile (per gun type if you fit mixed guns; this applies to turrets, launchers use different formulae):
- 100% accurate range (Optimal) - 84% accurate range (Optimal + 0.5 falloff) - 50% accurate range (Optimal + 1 falloff) - 21% accurate range (Opt + 1.5 F) - 6% accurate range (Opt + 2F)
Tracking based profile
- This information is a lot harder to present as it is impacted by the sigrad of the target ship. You might track an Archon with angular of 0.04 rad/sec extremely well, and be unable to hit an Ares with the same angular. Some form of 'accuracy rating' that is computed by a formula like
c1* log(Tracking/signature resolution) + c2
for some constants c1 and c2 that make capital ships have an accuracy around 1, and lowskilled frigates not fit for accuracy around 1000, would help clarify the complexity of tracking.
You could then add an 'Elusiveness at 5km, Elusiveness at 20km, Elusiveness at 100km' set of derived statistics, which is a measure of about what accuracy score someone needs to hit you at each of those distances (derived from MaxSpeed/distance to work out the angular, and then the same formula as above but with sigrad replacing signature resolution).
This would help clarify at a glance whether an MWD makes you easier or harder to hit, for instance, or on ships with antisigbloom bonuses, whether an MWD or AB is better for your elusiveness.
Shoot everyone. Let the Saviour sort it out.
I enforce the New Haliama Code of Conduct via wardec ops. Ignorance of the law is no excuse - read about requirements for highsec miners at www.minerbumping.com
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Sabriz Adoudel
Black Hydra Consortium. CODE.
5206
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Posted - 2015.07.28 07:40:50 -
[2] - Quote
Repeating my suggestion (post 82 of this thread) for "Accuracy" and "Elusiveness" derived statistics, with a logarithmic scale.
Accuracy would be calculated by
c1* log(Tracking/signature resolution) + c2
for some constants c1 and c2.
Elusiveness at 10km would be
c1*log((max angular at 10km)/sigrad) +c2
(max angular at 10km) = max speed divided by 10km/s
and c1 and c2 would be chosen so that capital ships have an elusiveness around 1, and frigates around 1000.
While the calculations are complex, it's a much more straightforward way to understand accuracy of turrets. I can do the math to work out 'can my Vexor's blasters hit this frigate or not?' but that's because I'm one of those 'special snowflakes' with a maths background. I'd be fine with losing that advantage for a better game overall.
Shoot everyone. Let the Saviour sort it out.
I enforce the New Haliama Code of Conduct via wardec ops. Ignorance of the law is no excuse - read about requirements for highsec miners at www.minerbumping.com
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