Accuracy values:Jonny wrote:@ Warren:
Accurate as possible???
Based off what???
Some of those things that are central to what you want I dont know how to do yet.
I'm unsure of the specifics such as "accuracy" you're referring to. Do you mean the accuracy of 'Zombie' attacks or 'Survivor' weapons?
In all honesty, if it's for 'Zombie' attacks it really shouldn't matter. There is no deviation for a physical attack such as 'knifing' really. As for 'Survivors' weapon accuracy, that's up to you. Depends what direction you want to make guns operate if in a Battlefield 2 fashion, or more realistically.
Accuracy also depends upon how the game will play out. I don't think we're going to be firing at a long range of 300 meters or more at 'Zombies' in particular. Any standard guideline for a 'Zombie' mod usually involves ranges from 0 to 100 meters. Including factors if it takes place in the day or night.
If you want to make a 'Mall' type of level like mentioned, you may have a long hallway that streches for 100-300 meters. You can fire a rifle down the length of the mall easily in the middle of daylight. Like I said, it's up to you.
Also, keep in mind that some 'Zombies' can sprint... You may want to keep the Battlefield 2 style of gun handling. Also may want to reduce the sprint distance to 5 meters (Short), 10 Meters (Normal) and 15 Meters (Long). This will aid the 'Survivor' players in delivering successful headshots... As you can see trying to do anything other than a headshot will take ALOT of ammo. Something that most 'Survivors' will not have.
Damage based numerical values:
As for what this is based off of, it's simple mathmatics really. Kinda how most games establish balancing between things. You identify a standard medium powered weapon. A normal weapon hits for 100%, anything stronger or weaker hits above or below. Most weapons and attacks are done in 25% increments such as 75% + 25% = 100%, 100% + 25% = 125%.
This means a weapon that hits at 125% will be worth double the amount of damage a 75% weapon does. As 75% + 50% (AKA 25% x 2) = 125%.
Keep in mind that percentiles are percentages. They're a simple rule that at any time a true value can be placed for them. Any value can be set for a percentage. As in 100% of 100 points. Or 100% of 500 points. Even 100% of 1000 points. It's all about how you scale the damage values in relation to other weapons and player health levels.
If you're looking for true numbers over percentages, try this:
A. Living characters
1. A 'weak' Survivor is given (75%) 75 health points.
2. A 'normal' Survivor is given (100%) 100 health points.
3. A 'strong' Survivor is given (125%) 125 health points.
B. Living character weapons
1. A 'below average' bullet (9mm) hits for (75%) 25 damage points.
2. A 'average' bullet (5.56) hits for (100%) 50 damage points.
3. A 'above average' bullet (7.62mm) hits for (125%) 75 damage points.
4. A 'extreme above average' bullet (12.7mm) hits for (150%) 100 damage points.
C. Undead characters
1. A 'weak' Zombie is given (75%) 250 health points.
2. A 'normal' Zombie is given (100%) 500 health points.
3. A 'strong' Zombie is given (125%) 750 health points.
D. Undead character weapons
1. A 'acid spitting' Zombie vomits for (75%) 25 damage points.
2. A 'weak' Zombie claws for (75%) 25 damage points.
3. A 'normal' Zombie claws for (100%) 50 damage points.
4. (N/A) A 'strong' Zombie claws for (125%) 75 damage points.
5. (N/A) A 'very strong' Zombie claws for (150%) 100 damage points.
6. A 'extreme strong' Zombie claws for (175%) 125 damage points.
<Note 1: A 'strong' and a 'very strong' Zombie does not exist. These strength levels were made null and void to create a specific Zombie class. This specific Zombie class is mentioned in Note 2 below.>
<Note 2: A 'extreme strong' Zombie is able to damage/overturn vehicles, thusly making this Zombie an exception and enabling it to instantly kill any Survivor.
Minor adjustments have been made to compensate for a 'strong' Survivor in comparison to my first post on Zombie classes where the "Destroyer" Zombie had 125% strength and now updated to 150% strength instead.
I was not anticipating to also set health levels for living Survivors aswell, but the mathmatic computations here worked out well. The balance between characters and weapons remains effective.>
So basically, 'Survivors' have stronger long range weapons but less health. But 'Zombies' have weaker close range attacks but more health.
Situational example of a possible situation using the above mentioned criteria:
A 'strong' Survivor is using a 9mm pistol against a 'normal' Zombie. The Survivor can "wound" the Zombie in 20 shots with the pistol, or kill it in 1 head shot.
A 'normal' Survivor is using a 12.7mm (.50 cal) pistol against a 'normal' Zombie. The Survivor can "wound" the Zombie in 5 shots with the pistol, or kill it in 1 head shot.
A 'normal' Zombie is using it's claws against a 'strong' Survivor. The Zombie can kill the Survivor in 3 hits, or kill in 1 blow to the head.
A 'normal' Zombie is using it's claws against a 'normal' Survivor. The Zombie can kill the Survivor in 2 hits, or kill in 1 blow to the head.
On another note, I could go the distance to make numerical damage values for what happens when a 'Zombie' get's head shotted by a 'Survivor'. Or when a 'Survivor' is struck in the head by a 'Zombie'... However, for me to do so would take me another hour of mathmatical computations that is most likely and otherwise going to go down the drain.
If you're intrested in using these numerical values for actual gameplay, then let me know. I'll go the extent to furthur the works and make the values as correct as possible. But like I said, not worth spending the next hour computing mathmatics just so they don't go to any use.
Keep in mind that I'm not a developer. The information presented here and in my previous post is a simple concept of mathmatics and logic. I myself cannot devise a way to implement this into the Battlefield 2 engine. However if the above mentioned criteria can be converted into Battlefield 2 terminology it theoretically would work out well.





