Miss change on far-range attacks
Posted: Tue May 05, 2015 3:38 pm
As it is, it seems as if ranged attacks always hit, 100% of the time, even at maximum range, for both player characters, Turrets and Spitter aliens.
I propose this gets changed to as follows:
When shooting at max range, there's a 90% chance of a miss.
When shotting at 1 less than max range, there's a 75% chance of a miss.
When shooting at 2 less than max range, there's a 25% chance of a miss.
When shooting at 3 less than max range, there's a 10% chance of a miss.
when shooting at 4 less than max range, you can't miss.
Note that this almost certainly necessitates a change of Spitter AI, as they currently seem to stop at max range, ever time, and sit and shoot from there. Now they need some at least a "tendency" to sometimes move a bit closer, although even getting within 2 less than their max range is still quite good as that means they hit 75% of the time.
Note also that if my requested Turret Range Visualization is implemented, then this also need to be taken into account, so that nistead of showing a binary area where "within this circle radius, the Turret can hit, and outside of it it can't hit", there should be a colour coding, using green for 10% and 0% miss chance, yellow for 25% to 90% miss chance, and nothing for outside of max range.
Finally, the game interface presently uses a fairly primitive way to comminucate to the player whether or not a potential target is withint or outside the range of the player character's currently selected weapon. That too, needs to be changed into a green/yellow or green/yellow/orange system., but as with the above case, I don't think it's necessary to show the finest distinctions. To some extent, the player just needs to now that "being at max range is kinda bad".
With basically all ranged attacks having a range that's of the same order of magnitude, a more detailed percent-of-max-range system isn't needed. A linear add/subtract approach is good enough, but will of course not work if
I propose this gets changed to as follows:
When shooting at max range, there's a 90% chance of a miss.
When shotting at 1 less than max range, there's a 75% chance of a miss.
When shooting at 2 less than max range, there's a 25% chance of a miss.
When shooting at 3 less than max range, there's a 10% chance of a miss.
when shooting at 4 less than max range, you can't miss.
Note that this almost certainly necessitates a change of Spitter AI, as they currently seem to stop at max range, ever time, and sit and shoot from there. Now they need some at least a "tendency" to sometimes move a bit closer, although even getting within 2 less than their max range is still quite good as that means they hit 75% of the time.
Note also that if my requested Turret Range Visualization is implemented, then this also need to be taken into account, so that nistead of showing a binary area where "within this circle radius, the Turret can hit, and outside of it it can't hit", there should be a colour coding, using green for 10% and 0% miss chance, yellow for 25% to 90% miss chance, and nothing for outside of max range.
Finally, the game interface presently uses a fairly primitive way to comminucate to the player whether or not a potential target is withint or outside the range of the player character's currently selected weapon. That too, needs to be changed into a green/yellow or green/yellow/orange system., but as with the above case, I don't think it's necessary to show the finest distinctions. To some extent, the player just needs to now that "being at max range is kinda bad".
With basically all ranged attacks having a range that's of the same order of magnitude, a more detailed percent-of-max-range system isn't needed. A linear add/subtract approach is good enough, but will of course not work if