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A Different Way To Handle Missiles.


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#1 dwwolf

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Posted 13 February 2016 - 11:19 AM

We all know missiles have problems in large clusters. I think many people think ( myself included ) that this is because the hit reg server proces has problems handeling the large amounts of extra entities that have to be tracked and positionally update to all clients.

So I think the only logical course of action would be to reduce the amount of entities that have to be tracked.
That means that instead of say 20 15 10 6 5 4 2 missiles to be tracked the number needs to change to one. One missile swarm that is.

That entity should have the current HP assigned to one missile multiplied by the amount of missiles. AMS still needs something to work with obviously.
When the swarm finally connects the current HP/missile HP should determine the number of missiles actually attacking the target.

And now for the impopular bits...

That attack will need to be handled statistically.

For SRMs it should generate 1 hit where the swarms collision model hit the mech. The rest of the attacks should (1-100 roll ) 1-33 : hit same location. 34-66 hit adjacent location, 67-83 hit a random location 84-100 miss. Artemis can substact 10 points from the roll.

LRMs 1-25 hit the same location, 26 -66 adjacent location, 67 to 86 random location, 87 -100 miss.
To be handled per 5 point cluster or part there of ! Less sandpaper and more impact. Artenis subtracts 10 from the roll.

Keep in mind that in the BT boardgame on average only 60 to 66% of the missiles hit.

Also keep in mind that MRMs might appear sooner than you think and god knows how that will bork up the hit reg.....


Graphically Im sure something appropriate can be devved up.

Edited by dwwolf, 13 February 2016 - 11:20 AM.


#2 Mcgral18

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Posted 13 February 2016 - 11:34 AM

Another thought is that simultaneous explosions are the cause of missing damage, as the Cryengine itself can only handle so many at once.

Streaming the SRMs like cLRMs (twentieth of a second delay, (numMissiles-1)*0.05 added cooldown/duration wouldn't affect the viability of SRMs very much, as that's roughly the average human reaction time, but might see better hitreg.


I've always wanted to see the faction SRMs unique in that sense, where they perform differently...but if it helps hitreg, it can be done to both.

Decrease spread as needed (as they aren't a cloud anymore).

#3 dwwolf

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Posted 13 February 2016 - 03:08 PM

No one else any input ?

#4 InspectorG

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Posted 13 February 2016 - 03:46 PM

Disclaimer: i know nothing about programming or if this would even work in reducing the load on the hit reg system.

One shot of a SRM launcher would fire essentially one 'shell' that represents a 2-dimensional template that travels along the projectile path and is flat and parallel to any surface it would hit.

Template is 3 concentric circles(bullseye - middle-outer).

Template hits surface and gets 'over-layed' onto the surface it hits and damages each hit box it covers.
Now the circles could be quirked or the sizes can change over distance to simulate spread.

Bullseye = 5-6
Middle = 3-4
Outer = 1-2

Get that bullseye to cover 2 hitboxes, call it a 'crit' and you just doubles some damage. Make the standard bullseye smallish - say, 10m diameter. Overall circumference could be the size of the average missile cloud. Shrink the overall+expend the bullseye to represent Artemis

The template as a whole can spread in total circumference as it travels while the bullseye diminishes to represent spread/ spread quirks.

TL;DR
This way SRM fires essentially one 'slug' but its as wide as a SRM volley but is tracked with a 2d template instead of each missile. Surface(s) the template lands on is what gets damages.

#5 Dirk Le Daring

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Posted 13 February 2016 - 03:50 PM

View Postdwwolf, on 13 February 2016 - 03:08 PM, said:

No one else any input ?


I do, but I do not think it will be even considered as it is so wildly different from both Battletech and MechWarrior, and I mean really different.....

The basis for my idea is the fact that a single man portable missile can destroy a main battle tank at four thousand metres, or more..... Real world stuff, and yes , I know this is a fictional setting, a game....

No matter what launcher you have, be it a 20 to a 2, short or long range, that should be all the missiles you have. So if you are using an lrm 15, for instance, you only have 15 missiles...

The missiles should be correspondingly devastating, capable of completely destroying a side torso, or even centre torso.

Various types of missile would be adjusted in devastation potential, with srms having the highest potential, with an added arming range. The arming range is to prevent lights, anklehugging larger mechs.

You could potentially fire one missile , or several, at your discretion.

This would also give ams a true reason to be fielded, as an lrm 15 could potentially take out an entire enemy team.

There is more I could go into, but do not think it worth the time, as I know a mechanic like this would never make it into the game. It is just far too divergent from what MechWarrior is. But I like toying with such ideas.

#6 Alwrathandabout42ninjas

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Posted 13 February 2016 - 03:53 PM

View Postdwwolf, on 13 February 2016 - 11:19 AM, said:

We all know missiles have problems in large clusters. I think many people think ( myself included ) that this is because the hit reg server proces has problems


This goes for every weapon system not just missiles. Honestly lrm's work fine, I havent really noticed any huge issues, besides hitreg doing its usual thing.

#7 Narcissistic Martyr

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Posted 13 February 2016 - 04:16 PM

Or we could make LRMs hit in 5 damage clusters like in TT. Then you'd have a max of 4 hits per launcher.

Edited by Narcissistic Martyr, 13 February 2016 - 04:18 PM.


#8 dwwolf

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Posted 14 February 2016 - 12:13 AM

I know LRMs are fine; it probably is the tracking mechanics that enable them to work, except the large launchers being crap ofcourse.

I was mainly thinking off SRMs and probably soon MRMs...especially the latter. Can you imagine 80 MRM rockets in a salvo working ? I cant.

I Applied the mechanics to LRMs to make the process and mechanics apply across all missile systems.
Streaks could be handled by removing the miss chance from the d100 roll. That and the tracking they have now should make em behave better. ( Even though normal SRMs should have limited tracking, track to crosshair with about a 20 degree turn possible over 270m).

Edited by dwwolf, 14 February 2016 - 12:17 AM.






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