Scheveningen
Landlubber
So I admit I'm confused, I went through Atom to skim pretty much every file in the PROGRAM folder (since to my understanding that's everything about the game that's coded), and I'm here to ask another silly question.
How do the damage formulas for ship munition types work?
Let's say I'm referring to the vanilla cannonballs for a second.
Goods[GOOD_BALLS].DamageHull = 6.0;
Goods[GOOD_BALLS].DamageRig = 2.0;
Goods[GOOD_BALLS].DamageCrew = 1.5;
Goods[GOOD_BALLS].Dispersion.X = 1.0;
Goods[GOOD_BALLS].Dispersion.Y = 3.0;
Goods[GOOD_BALLS].Dispersion.V = 0.03;
My usual assumption would be that irrespective of the cannon caliber and any defensive abilities the enemy captain of that ship has, we'll say the damage multiplier for a single cannon that fires deals 6 damage to an enemy ship.
The problem is that I've attempted to do manual changes to these variables a few times (both for the realistic cannons and the arcade cannon fields) and I hadn't seen any noticeable change until I tweaked the DamageCrew variable to be under "1", in which suddenly I turned enemy crews into swiss cheese.
Which leads me to potentially assume that these aren't multipliers but actually is a divisor.
Either that or my testing is totally wrong, but I honestly have no clue how the damage variables are supposed to factor in, I'm basically changing them blindly and don't know how to really calculate the damage involved. Is there an equation somewhere in the code that I missed? I feel pretty silly not being able to figure this out.
How do the damage formulas for ship munition types work?
Let's say I'm referring to the vanilla cannonballs for a second.
Goods[GOOD_BALLS].DamageHull = 6.0;
Goods[GOOD_BALLS].DamageRig = 2.0;
Goods[GOOD_BALLS].DamageCrew = 1.5;
Goods[GOOD_BALLS].Dispersion.X = 1.0;
Goods[GOOD_BALLS].Dispersion.Y = 3.0;
Goods[GOOD_BALLS].Dispersion.V = 0.03;
My usual assumption would be that irrespective of the cannon caliber and any defensive abilities the enemy captain of that ship has, we'll say the damage multiplier for a single cannon that fires deals 6 damage to an enemy ship.
The problem is that I've attempted to do manual changes to these variables a few times (both for the realistic cannons and the arcade cannon fields) and I hadn't seen any noticeable change until I tweaked the DamageCrew variable to be under "1", in which suddenly I turned enemy crews into swiss cheese.
Which leads me to potentially assume that these aren't multipliers but actually is a divisor.
Either that or my testing is totally wrong, but I honestly have no clue how the damage variables are supposed to factor in, I'm basically changing them blindly and don't know how to really calculate the damage involved. Is there an equation somewhere in the code that I missed? I feel pretty silly not being able to figure this out.