"Range / effect curves" Topic
5 Posts
All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.
Please be courteous toward your fellow TMP members.
For more information, see the TMP FAQ.
Back to the 19th Century Discussion Message Board Back to the Game Design Message Board
Areas of InterestGeneral 19th Century
Featured Hobby News Article
Featured Link
Featured Showcase ArticleNeed some low-pressure clamps?
Featured Profile ArticleHow do you depict "shattered forest" on the tabletop?
Featured Book Review
|
Andy ONeill | 26 Jun 2018 3:14 a.m. PST |
I'm working on a computer wargame at the moment which covers 18th / 19th centuries. ( GeneralStaff: general-staff.com link ) At the moment I'm building range multipliers. A category will have 100 values. One per percentage 1-100 of range. A multiplier will be looked up and applied. So 99% of range will be a pretty low multiplier, say 0.05 and 1% will usually be 1.0 I'm looking for thoughts / suggestions on the categories. So far I can think of: Musket/carbine/pistol ( shortish range ). Rifle ( long range ). Exceptional marksmen ( Sharpshooters, Boers ). Cannon Howitzer ( explosive shells ) Machine guns Thanks in advance. |
Stryderg | 26 Jun 2018 7:36 a.m. PST |
Respectfully, I think you are over-engineering it. I know computers are really good at crunching numbers, but as a player, will I really notice a difference between a 57% and 58% chance of hitting? That aside, I think you've got the various weapon types down. Maybe add naval guns. |
UshCha | 26 Jun 2018 9:24 a.m. PST |
I think pistol should be very short range. Typicaly a few feet depending on what type. Even today pistol range is really only about 10 to 15 yds in combat, far further in a range where there is no stress. It can be accurate further than that but it then depends on excellent shooting an very high accuracy of powder fill. |
Andy ONeill | 26 Jun 2018 9:50 a.m. PST |
Units have range and reload time. So a unit with carbines will have a bit longer range than one with just pistols. 50% wouod be a different range for each. The user will be able to add categories of their own or edit those provided per scenario as they build them. The reason there're 100 entries is because it's as much detail as anyone could want and we can deliver it fairly easily. Some people want detail. Others won't care either way. To set a curve up i draw it with a mouse or stylus and work out the points. Code is simpler than it sounds. |
Wolfhag | 02 Jul 2018 6:59 a.m. PST |
Try doing it based on Time of Flight rather than arbitrary range bands. Wolfhag |
|