
IDN 20060377
The Dunamis Core
1
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Posted - 2012.01.12 10:01:00 -
[1] - Quote
I wrote up a long and exhaustive post about how this could work (with some additional lag), but i got distracted and it refreshed the page on me. 
I think the basic formula on how it could calculate it was like so
Base = Ship sensor strength * fleet status (1 alone, 2 fleet) Target time = (ship sig radius /10) * {[#locking(100)+#locked(50)] + [#Drone Locking(10)+Drone locked(5)]}* target fleet status (0.5 same fleet, 0.7 same alliance/corp, 1 alone, 2 fleet)
Calculates in Deciseconds
laggy, but worked more or less like so:
If your alone, and you target someone, you get a longer time if you were targeting something at the same time as something/someone else, then if you were targeting it alone. if you were in a fleet, it would take less time overall, but the more people that target one object, the more time it would take. if the target was in a fleet, but you weren't, it would take longer overall, with more time per target. if you were both in fleets, the benefits would balance out, but it would still take more time for every lock on the same target. if you were targeting someone in your fleet, the normal signals that pass between the ships would aid you in targeting, causing a shorter lock on time. With alliance/corp members outside a fleet, the bonus would carry, but be slightly reduced when out of fleet.
This would boost co-operative nature, while also encouraging people to make only one fleet, as the bonuses for not doing so are lessened for in alliance/corp, and dropped to nothing if not related. It would also discourage everyone targeting one target, unless they had a passive targeting module, which should allow them to bypass the target's locked/locking status, at the cost of greatly decreased range. The only negatives I could see to this would be someone using smart bombs, which would damage both sides indiscriminately, or people using a lot of sensor boosters, which would take from med slots.
The time would also be affected by things like target painters and such, but those usually require someone having targeted them in the first place.
As a note, math isn't my greatest subject, and thats just an example of how it could work. Also, it needs a bit of modification to calculate for ship size going up and down, as I had battleships in mind when I thought it up. (EX: easier to target a titan then a frigate while in a BS.) Also probably could use a mod to add in additional time for every additional target you, well, target.
tl;dr the summary would probably be longer, so read above
EDIT: I get the odd feeling I'm going to come back here with a more refined formula... EDIT2: I also seem to keep finding grammar errors in my post. |