Author Topic: Working on an autofire 'kick' stat  (Read 5411 times)

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Working on an autofire 'kick' stat
« on: June 26, 2014, 02:40:03 am »
Going to be looking into working on the autofire method today to see about creating a 'diminishing returns' recoil mod for autofire, where each shot after the first decreases the accuracy.

After I look at that, I will be looking into making it so that it is a stat you can set in the yaml rul files so that mods can use it.

Anyone else interested in this?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Working on an autofire 'kick' stat
« Reply #1 on: June 26, 2014, 02:44:19 am »
I'm using UFO Extender accuracy right now, which makes auto-fire completely useless at any range above almost point-blank. I consider it more interesting than the standard mechanics, but perhaps a less extreme solution would be worth a try.

If you do this, can you please consider taking the weapon's weight and the soldier's Strength stat into account? Both should reduce the recoil effect as they go up.

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: Working on an autofire 'kick' stat
« Reply #2 on: June 26, 2014, 03:19:02 am »
I was thinking that it would use a weapon weight, kick and strength combination to determine final recoil numbers.  Would be no more than 7-8 % reduction in accuracy per shot for weapons that have wild recoil like a machine pistol, or a full .45 caliber Mac-10 and the like.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Working on an autofire 'kick' stat
« Reply #3 on: June 26, 2014, 03:23:57 am »
I was thinking that it would use a weapon weight, kick and strength combination to determine final recoil numbers.  Would be no more than 7-8 % reduction in accuracy per shot for weapons that have wild recoil like a machine pistol, or a full .45 caliber Mac-10 and the like.

You mean per bullet? So a 5-bullet shot from an SMG would have the last bullet at -30% accuracy or so?

Offline yrizoud

  • Commander
  • *****
  • Posts: 1014
    • View Profile
Re: Working on an autofire 'kick' stat
« Reply #4 on: June 26, 2014, 03:38:14 am »
Not interested, you add a level of complexity for something that the game already takes into account (All  weapons stats give lesser accuracy% for auto shots)
If you want this for realism, note that some games do the opposite for realism : The more successive shots you take at the same opponent, the more likely you are to adjust and hit him.

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: Working on an autofire 'kick' stat
« Reply #5 on: June 26, 2014, 04:05:14 am »
You mean per bullet? So a 5-bullet shot from an SMG would have the last bullet at -30% accuracy or so?

Per bullet, yes.  But that would be for something wildly inaccurate, like a .45 mac 10 one handed.

For something more full sized, it'd be much less.  Also, that number would be modified by strength.

For something like an LMG, it would be around 1-2 points at most. 0 for the very strong.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Working on an autofire 'kick' stat
« Reply #6 on: June 26, 2014, 06:33:10 am »
Not interested, you add a level of complexity for something that the game already takes into account (All  weapons stats give lesser accuracy% for auto shots)

True, but he proposes a mechanics that depends not only by weapon, but also by Strength. This is interesting in itself.

Per bullet, yes.  But that would be for something wildly inaccurate, like a .45 mac 10 one handed.

For something more full sized, it'd be much less.  Also, that number would be modified by strength.

For something like an LMG, it would be around 1-2 points at most. 0 for the very strong.

I think it's pointless to make a mechanics that is largely unnoticeable... Firing SMGs on autofire is surely unreliable. :)

Offline KingMob4313

  • Commander
  • *****
  • Posts: 543
  • Never let me down again.
    • View Profile
    • Mod Hub for Equal Terms 2.0
Re: Working on an autofire 'kick' stat
« Reply #7 on: June 26, 2014, 09:34:44 am »
True, but he proposes a mechanics that depends not only by weapon, but also by Strength. This is interesting in itself.

I think it's pointless to make a mechanics that is largely unnoticeable... Firing SMGs on autofire is surely unreliable. :)

True enough about the largely unnoticeable.  This will require a ton of testing to get right. At least, much more than the range based accuracy that Seb put into UFOextender as a lark.