Dlardrageth, on 27 December 2011 - 11:50 AM, said:
Just out of curiosity, how exactly will that formula of yours factor in the "impact angle"? I mean, taking the speed into the equation is a good first step for sure, but if you want to go for that detailed damage modeling, you would need to take the impact angle into account, won't you?
It should IMHO make a difference if the Mech you just hit/strafed at full speed was coming at you dead-on (0° angle?), if you hit him in a "driveby" fashion (90° angle?) if he's moving away from you (180° angle?) or anything in between. I would expect knocking down a Mech with a perfect side shot hit while he's on the move should be easier than doing the same while he's actually charging head-on at you.
You made an allowance for terrain slope already, think impact angle would be the next logical step. IMVHO.
I accounted for this very thing. What you describe is pretty much exactly how the calculator models it. If a light mech is charging straight at you at a fast speed, it's pretty much impossible to get knocked down. If it's circling you at a perfect strafe (a perfect strafe is a value of 0.9 in the calculator) then it's easier for him to get knocked down. If he's passing you at an angle of 60 degrees (relative to you) then his speed and his angle completely offset each other (thus the 0.6 as a threshold). I made the angle variable only matter as much as the speed variable did, otherwise a mech
standing still would have a way higher chance of being knocked down if he was rotated 90 degrees away from you as opposed to staring directly at you.
I quoted my original post explaining the 5 variables. The fourth one is impact angle. In the formula display, it would be the variable that shows up in the part of the formula "(0.6 -
strafing angle)" however I pointed out one caveat to it. For this calculator, basically assume you're a mech that's standing in one spot and you're always turned towards your attacker, but he's the one moving around you at various angles. In order to refine it a bit further, I'd have to add a sixth variable which would take into account the orientation of the shooter relative to the attacker (the shooter being you, which is the location the formula is based upon, it's sort of the inverse of the strafing angle variable) -
think of this theoretical sixth variable as the degree to which the shot itself is a direct hit or glancing blow - aka the direction you're moving at relative to your attacker when you shoot him. I could probably find a way to work it in, it'd probably be as simple as adding it in the form of an addition or subtraction to the
strafing angle variable. At the moment I don't have time to really sit down and spend a few hours to tweak it out but I could probably refine it sometime after Jan 6th.
GaussDragon, on 09 December 2011 - 07:22 PM, said:
Knockdown Calculator
Spending all day with a securities book in front of you gets you re-acquainted with math fairly quickly (I'm studying for a securities designation, that's why I'm on here posting at all hours of the day). What I made here is a calculator for knockdown. Why did I make this thing? To illustrate the interplay that the slope of terrain has with other mechanics in contributing to a greater chance of being knocked down, therefore making the player more mindful of where he/she is running around. I made a few key benchmarks and then tweaked the formula from there. There are a few basic criteria that I tried to meet when making this formula (that I've now more or less forgotten now that I actually finished the calculator). The first premise was that 3 LBX 20s would have an arbitrary 'force' value of 135 (3x45), not damage,
force. I wanted it so that a 100 ton mech standing still would not get knocked down, but a 45 ton mech standing still, would. I also wanted a 100 ton mech standing still to get knocked down while standing still but on a hill of roughly 40 degrees of incline or greater. From there I spent most of my time calibrating the thing so that 5 variables in the formula worked in fairly balanced way. As you'll see in the formula, the value of 17000 is the treshold for whether a mech gets knocked down or not. The Force of the shot and the final number are relatively immaterial and far more arbitrary. They were used more as guidelines to determine what factors were over or under-represented in the formula. It still isn't perfect.
Link to Excel document:
http://www.usaupload.net/d/p54but1vdqe
The formula takes into account 5 variables:
1.
Force - An alpha from 3 LBX 20 is equal to 135, it will not knock a 100 ton mech down standing still, but it will knock a 45 ton mech down that is standing still.
2.
Mass - The more massive the mech, the less likely it is to be knocked down.
3.
Speed - The faster the mech is moving towards you, the shooter, the less likely it is to be knocked down because the force from your shot is countered by its movement towards you. A 45 ton mech moving relatively slowly will no longer worry about having to get knocked down as long as it is moving straight.
4.
Strafing angle - I made the strafing angle subordinate to speed so to speak. If a mech is strafing you at an angle within 60 degrees or less, the greater the speed, the less likely it is to get knocked down. However, as the mech strafes at an angle greater than 60 degrees, it is more likely to get knocked down, compounded with speed. That's right, this formula has a built-in penalty for, you guessed it, circle strafing.
5.
Terrain slope - This formula treats sloping terrain as a hazard. The greater the slope of terrain after all other factors (except for the force of the incoming shot), the greater the risk of being knocked down. The hazard is greater for smaller mechs because they reach the 17 000 value threshold soooner.
This formula isn't perfect. It assumes that only the strafing mech is at an angle, and that the shooter's shot isn't coming from any offsetting/exacerbating angle. Secondly, if a mech is moving backwards and gets shot in the face, it is more likely to fall down, as it should. However, this formula does not take into account where the shot came from. A shot coming from directly behind a reversing mech would have the exact same effect as a shot coming from directly in front of it according to the formula. This formula isn't perfect and I had to spend a decent amount of my time learning how to use Excel so that people could actually play with the variables themselves. One little bonus that you may notice if you **** the spreadsheet off is that I prevented people from entering in slope and shot angles greater than 0.9.

Edited by GaussDragon, 27 December 2011 - 01:36 PM.