Author Topic: Semi-Official 7.x Suggestion Thread  (Read 35583 times)

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Offline QuakeIV

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Re: Semi-Official 7.x Suggestion Thread
« Reply #750 on: October 10, 2017, 10:03:12 PM »
Thats not really true, mechanical accuracy of the gun would have nothing to do with short range hit chances, which purely have to do with your ability to predict where the target will be in five seconds.  (and possibly tracking speed of the gun is also a factor, if the target moves faster than the gun can precisely slew)

So like lets say the gun has a certain (very narrow) cone in which it can hit stuff.  It doesn't matter at super close range, where the only issue is swinging the gun to the correct orientation quickly, but 400 million kms out, its a big factor.
 

Offline alex_brunius

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Re: Semi-Official 7.x Suggestion Thread
« Reply #751 on: October 11, 2017, 03:32:09 AM »
Thats not really true, mechanical accuracy of the gun would have nothing to do with short range hit chances, which purely have to do with your ability to predict where the target will be in five seconds.  (and possibly tracking speed of the gun is also a factor, if the target moves faster than the gun can precisely slew)

So like lets say the gun has a certain (very narrow) cone in which it can hit stuff.  It doesn't matter at super close range, where the only issue is swinging the gun to the correct orientation quickly, but 400 million kms out, its a big factor.

Yes, we do indeed know for a fact that the mechanical accuracy of the gun doesn't matter at all in Aurora, because if you take the same gun and slap on a twice as good fire control you always will get twice as high hit chance, meaning mechanical accuracy is not considered an issue in any weapon.

What I am talking about isn't hitting at 400 million kms out though, but at for example twice or +10% of the current max range...

If mechanical accuracy is NEVER any issue at all at current ranges, and with a good enough FC you could get 100% hit chance out to max range, then why is it suddenly such an insurmountable issue that you get 0% chance to hit at current max ranges +10%?

My point is that the current max ranges are totally arbitrary and don't make any logical sense from an accuracy perspective, they only make sense from a projectile damage perspective where the projectile and beam loses all damage potential beyond a certain range. ( Which for projectiles is consistent with being slowed down like ships are ).
 

Offline sloanjh

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Re: Semi-Official 7.x Suggestion Thread
« Reply #752 on: October 11, 2017, 07:39:07 AM »
Yes, we do indeed know for a fact that the mechanical accuracy of the gun doesn't matter at all in Aurora, because if you take the same gun and slap on a twice as good fire control you always will get twice as high hit chance, meaning mechanical accuracy is not considered an issue in any weapon.

What I am talking about isn't hitting at 400 million kms out though, but at for example twice or +10% of the current max range...

If mechanical accuracy is NEVER any issue at all at current ranges, and with a good enough FC you could get 100% hit chance out to max range, then why is it suddenly such an insurmountable issue that you get 0% chance to hit at current max ranges +10%?

My point is that the current max ranges are totally arbitrary and don't make any logical sense from an accuracy perspective, they only make sense from a projectile damage perspective where the projectile and beam loses all damage potential beyond a certain range. ( Which for projectiles is consistent with being slowed down like ships are ).

[waves arms wildly]
Warning Will Robinson!  Danger! YASTD (Yet Another Suggestion Thread Diversion) Detected!
[battery pack removed]
[arms stop, slumps over]

Could we please take this conversation to a different thread?  I think a good rule of thumb for YASTD is if someone reading the post won't remember what the original suggestion was, or if the back and forth goes on more that a couple of laps.  I lost track of this one a couple of laps back.

Thanks!
John
 
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Offline serger

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Re: Semi-Official 7.x Suggestion Thread
« Reply #753 on: October 13, 2017, 12:12:59 PM »
Separate "Civilian Mining Colony" event type into pair of types:
1. "New CMC"
and
2. "CMC expantion"
- in the same way, as there are different event types "New Officer" and "Officer Update".

The reason is, that there is no need to react to CMC expantion at all, but when you have a new CMC, than you want to decide if you have to buy minerals from this new CMC.
 
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