Car collisiondamage rebalancing

Place to discuss the game balance, recipes, health, enemies mining etc.
Post Reply
User avatar
MisterSpock
Fast Inserter
Fast Inserter
Posts: 102
Joined: Mon Jun 16, 2014 8:11 am
Contact:

Car collisiondamage rebalancing

Post by MisterSpock »

In my Opinion collisiondamage seems a bit too high. Especially for low speed.
It is even possible to get collisionsdamage while standing for a wall and accelerating.

So i suggest: Collisiondamage should be proportional v^2. Because kinetic energy is equal to v^2. This makes damagecalculation more realistic.
Additional i would set the collisiondamage to 0 while under 15% of top speed.

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12888
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Car collisiondamage rebalancing

Post by ssilk »

I add that it should be 0 under 30 km/h (= 8.3 m/sec = 0.138 tiles/frame)
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

Rahjital
Filter Inserter
Filter Inserter
Posts: 435
Joined: Thu May 29, 2014 10:44 am
Contact:

Re: Car collisiondamage rebalancing

Post by Rahjital »

I fully agree, collision damage should rise exponentially rather than linearly like it does now. I also think that full speed collisions should deal more damage, right now it's possible to drive through an entire field of pumpjacks or even a small forest.
ssilk wrote:I add that it should be 0 under 30 km/h (= 8.3 m/sec = 0.138 tiles/frame)
I have just made a speedometer as a part of a mod I am developing, and it's almost impossible to drive under 30 kph. Just tapping the forward key launches you to 22 kph, after one second of acceleration you are at roughly 60 kph and in another few seconds you are almost at 90 kph where the acceleration finally stops. The car should probably be made to accelerate slower so that its easier to drive under 30 kph.

Post Reply

Return to “Balancing”