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Star Wolves 3D space RPG with deep strategy and tactical elements |
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Yes Rastix, but if the XML schema files weren't hardcoded this needn't be the case. I might be wrong on that last bit though, iirc Nanaki mentioned something about needing to edit them for custom perks.
Edit: I'm doing a hella lot of editing on this forum, lol. But I dislike multiposting, it just looks messy. Anyway... just some figures on missile jamming and effective antijamming values. Here's a quick recap of the formula in \Data\Scripts\AI\JamRocket.script: Code:
function JamRocket(jamPower, antiJammer) local pomeha = jamPower + 10 - RAND(30); return pomeha > antiJammer; end; Code:
(jam 10) at anti 10 --> 20-X>10 for (0-9 out of 30) i.e. 33% jam 10 fails for all anti 20+ (jam 20) at anti 10 --> 30-X>10 for (0-19 out of 30) i.e. 66% at anti 20 --> 30-X>20 for (0-9 out of 30) i.e. 33% jam 20 fails for all anti 30+ (jam 30) at anti 10 --> 40-X>10 for (0-30) i.e. 100% at anti 20 --> 40-X>20 for (0-19 out of 30) i.e. 66% at anti 30 --> 40-X>30 for (0-9 out of 30) i.e. 33% jam 30 fails for all anti 40+ (jam 40) at anti 20 --> 50-X>20 for (0-30) i.e. 100% at anti 30 --> 50-X>30 for (0-19 out of 30) i.e. 66% at anti 40 --> 50-X>40 for (0-9 out of 30) i.e. 33% jam 40 fails for all anti 50+ We have 5 levels of antijamming on missiles, starting from 0 (no antijamming), 10, 20, 30, and 40. The alien missiles and torpedoes are rated 50 btw so technically they're supposed to be unstoppable. As you can see, anything rated 2 levels below (ECM/ACS=40 versus missile antijamming=20) is always countered, and anything 1 level above (ECM/ACS=20 versus missile antijamming=30) always passes. So with the best antijamming equipment (rating 40), you'll always stop at least 3 classes of missiles (no jam, 10, and 20), 1 in 3 chances of getting hit by a missile rated 30, and 2 in 3 chances of getting hit with a missile rated 40. Hmm, the figures aren't bad. Not too strong, and not useless. Last edited by Trucidation; 06-09-2010 at 04:03 AM. |
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