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Assault mod
07-02-2021, 11:36 AM,
#8
RE: Assault mod
(07-02-2021, 10:20 AM)LostLT Wrote: Please let me know if you find a good way to adjust the numbers for vehicles and I will update it into the files. I hadn't tested armor assaults yet with the formula specified.  If theres a way to export the data into a spreadsheet, a few formulas would probably generate a list to then update the weapons with.

I have one other question and that is about modifying the assault values non-combat arms - tools such as radios / wirecutters, skis etc.  I understand potentially increasing it to account for the ability to fight in close combat with an inherent value via sidearm - however, I dont know if the assault values for items are cumulative or if only one of the values is used. For now I left obvious 'multi-items' as 0 (smoke grenades, wire cutters, skis, anything that would be accompanied with a normal weapon).

Currently I'm looking for a good ballpark adjustment that will work for vehicles weapons of similar characteristics. I don't mind abstractions and compromises as the game itself certainly doesn't shy from them, especially around vehicles. My goal is consistency, and I know what must be done-- the main hurdle is that it's more of a design question rather than a simple fix.

The stock game lets Armor determine lethality, so it basically ignores the individual weapons' assault value (which is 6 for most, same as a knife). By transferring power to the weapons we suddenly need to come up with meaningful values and there's little in the way of reference. How much better is a 45mm gun than a 7.62 machine gun in the context of a 5-minutes assault into a 40 meters area? So far I've used values based on the nominal lethality of each weapon, but more testing is required. Once I have something more solid I can update the main post in this thread. Clues 

As for your question, I haven't tested this specifically but I think the game simply sees items and tools as weapons with different traits (you even have to "fire" a wirecutter to use it) and you can define a strength for each, so their assault values should be cumulative like any regular weapon.
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Messages In This Thread
Assault mod - by Xerxes77 - 04-13-2021, 08:35 AM
RE: Assault mod - by Warhorse - 04-13-2021, 09:19 AM
RE: Assault mod - by Jeff Conner - 04-13-2021, 11:49 AM
RE: Assault mod - by Xerxes77 - 04-13-2021, 09:18 PM
RE: Assault mod - by LostLT - 07-02-2021, 07:26 AM
RE: Assault mod - by Xerxes77 - 07-02-2021, 09:58 AM
RE: Assault mod - by LostLT - 07-02-2021, 10:20 AM
RE: Assault mod - by Xerxes77 - 07-02-2021, 11:36 AM
RE: Assault mod - by LostLT - 07-04-2021, 01:35 PM
RE: Assault mod - by Xerxes77 - 07-04-2021, 10:03 PM
RE: Assault mod - by LostLT - 07-07-2021, 03:06 AM
RE: Assault mod - by Xerxes77 - 07-07-2021, 06:48 AM
RE: Assault mod - by LostLT - 07-07-2021, 01:29 PM
RE: Assault mod - by LostLT - 07-08-2021, 10:23 AM
RE: Assault mod - by Xerxes77 - 07-11-2021, 06:30 AM
RE: Assault mod - by LostLT - 07-14-2021, 12:00 AM
RE: Assault mod - by Xerxes77 - 07-14-2021, 01:00 AM
RE: Assault mod - by Xerxes77 - 07-18-2021, 12:42 PM
RE: Assault mod - by LostLT - 07-20-2021, 01:24 AM
RE: Assault mod - by Xerxes77 - 07-20-2021, 08:37 AM

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