Structuring Deviation
Posted: 2009-10-14 06:03
At the moment it almost seems that deviation is the way it is currently because it felt 'right' with the values it currently has. I did some thinking, and being tortured with a College Mathematics course, I got to thinking in linear mathematical terms.
(It's really hard to try to explain this properly in depth, so bare with me here, if you think of a better way to state this please do so in your post. It's also long winded, so be prepared for a wall of text!)
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Explanation:
Deviation would be structured based on a linear function. Distance and Time would be taken in by the function, and would result in a deviation for that set of values. The goal would be to have a system that would produce an easy to understand system of how much time must be waited out before the player would be accurate.
Let's say a players deviation is maxed out (he's walking about). Now, he sees a target 50 meters away. He stops, sights in, and aims.
How does he know that he is accurate?
Assume that the player is aiming at the absolute center of mass of the target (pixel perfect), and that 'accurate' from now on means that the shot will land within the approximate radius from absolute center of mass to the nearest negative space. (In layman's terms, if you're aiming at the center of the circle, and you fire, the bullet will only land within that circle)
Currently, he usually waits a few seconds and guesses.
Now, lets say that it is changed so that every 50 meters away the target is, it takes 1 second to become accurate at that distance. At 50 meters, it takes one second for the player to be accurate. At 100m, 2 seconds. 300 m, 6 seconds.
Now, the player knows that he can guesstimate the range to the nearest 50 meter mark (rounding up is a good idea).
With this change, he knows that if he stays still and steadies for exactly one second, he can fire and his shot will land directly into the target if aiming at center mass, at 50 meters.
At 300m, the player will now have to wait 6 seconds to be fully accurate, meaning that at longer range accuracy will be determined based on being able to focus on the target long enough to hit (keep them surpressed so that your marksman can aim for 6 seconds straight without being hit, and the next enemy that stands up is going to get a hole in his chest)
Values can be changed to fit the system a bit better, but the idea is to keep a relatively easy-to-understand system of deviation, so giving arbitrary values isn't the best idea. For instance, if we wanted to make the settle time shorter, every 50 meters would take .5 seconds (meaning that 100m = 1 second, 300m = 3 seconds...). Keeping it structured so that a player can estimate 'when' to fire is the aim of the system.
Also, notice that the emphasis is on aiming at center mass. At 50m, one second only accounts for CENTER MASS. You can wait longer to make your shot more accurate, but this means that you are going to be exposed longer, waiting for your deviation to settle more. To get off that first shot, you're going to want to aim at center mass, otherwise you are going to be at a huge disadvantage compared to someone aiming properly.
(Also note that when I say 'center of mass', I am referring to the center of mass on a standing player)
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Other Concerns or Issues with this system:
Maximum Deviation: Ideally, maximum deviation (including while moving) should be 'accurate' (again, using the center mass explanation) at up to around 10m or more. I don't know how the values are set, so using the system I have detailed may not allow a 'cap' on the maximum amount of deviation possible (the idea is that at 0m you're always accurate, at 50m you're accurate in 1 second... the max deviation cap breaks the function and says that you're accurate up to 10m no matter what, and can only get more accurate).
Jack-In-The-Box: While behind cover, your deviation will settle. If you stand up, you are able to fire quickly with little deviation as compared to someone who has their rifle already pointed at you and has not moved a hair in the last 10 seconds. This is a big issue that would break the system, because of the amplified times for settling at longer ranges (6 second wait time now avoided by crouching then standing and firing immediately, making the marksman who's been waiting for the head to pop up for ages useless).
If possible, implementing a pause from crouch to standing where the weapon is unusable would help reduce this issue since the player would have to be standing for a short time before they can fire, helping to quell the advantage they have from abusing the stance system (standing with that kind of gear is likely going to require using a hand on your knee or something to help push up and keep balance, so it would take a moment before you'd be ready to fire again; currently you'll stand up and be ready to fire as quickly as you can let go of your CTRL button. Creating a time where the weapon cannot be fired will leave a standing player vulnerable to fire, just like peeking out from cover by moving left or right (where movement will reset your deviation, whereas stance changes will not).
__________________________________________________
Comment, Discuss.
(It's really hard to try to explain this properly in depth, so bare with me here, if you think of a better way to state this please do so in your post. It's also long winded, so be prepared for a wall of text!)
__________________________________________________
Explanation:
Deviation would be structured based on a linear function. Distance and Time would be taken in by the function, and would result in a deviation for that set of values. The goal would be to have a system that would produce an easy to understand system of how much time must be waited out before the player would be accurate.
Let's say a players deviation is maxed out (he's walking about). Now, he sees a target 50 meters away. He stops, sights in, and aims.
How does he know that he is accurate?
Assume that the player is aiming at the absolute center of mass of the target (pixel perfect), and that 'accurate' from now on means that the shot will land within the approximate radius from absolute center of mass to the nearest negative space. (In layman's terms, if you're aiming at the center of the circle, and you fire, the bullet will only land within that circle)
Currently, he usually waits a few seconds and guesses.
Now, lets say that it is changed so that every 50 meters away the target is, it takes 1 second to become accurate at that distance. At 50 meters, it takes one second for the player to be accurate. At 100m, 2 seconds. 300 m, 6 seconds.
Now, the player knows that he can guesstimate the range to the nearest 50 meter mark (rounding up is a good idea).
With this change, he knows that if he stays still and steadies for exactly one second, he can fire and his shot will land directly into the target if aiming at center mass, at 50 meters.
At 300m, the player will now have to wait 6 seconds to be fully accurate, meaning that at longer range accuracy will be determined based on being able to focus on the target long enough to hit (keep them surpressed so that your marksman can aim for 6 seconds straight without being hit, and the next enemy that stands up is going to get a hole in his chest)
Values can be changed to fit the system a bit better, but the idea is to keep a relatively easy-to-understand system of deviation, so giving arbitrary values isn't the best idea. For instance, if we wanted to make the settle time shorter, every 50 meters would take .5 seconds (meaning that 100m = 1 second, 300m = 3 seconds...). Keeping it structured so that a player can estimate 'when' to fire is the aim of the system.
Also, notice that the emphasis is on aiming at center mass. At 50m, one second only accounts for CENTER MASS. You can wait longer to make your shot more accurate, but this means that you are going to be exposed longer, waiting for your deviation to settle more. To get off that first shot, you're going to want to aim at center mass, otherwise you are going to be at a huge disadvantage compared to someone aiming properly.
(Also note that when I say 'center of mass', I am referring to the center of mass on a standing player)
__________________________________________________
Other Concerns or Issues with this system:
Maximum Deviation: Ideally, maximum deviation (including while moving) should be 'accurate' (again, using the center mass explanation) at up to around 10m or more. I don't know how the values are set, so using the system I have detailed may not allow a 'cap' on the maximum amount of deviation possible (the idea is that at 0m you're always accurate, at 50m you're accurate in 1 second... the max deviation cap breaks the function and says that you're accurate up to 10m no matter what, and can only get more accurate).
Jack-In-The-Box: While behind cover, your deviation will settle. If you stand up, you are able to fire quickly with little deviation as compared to someone who has their rifle already pointed at you and has not moved a hair in the last 10 seconds. This is a big issue that would break the system, because of the amplified times for settling at longer ranges (6 second wait time now avoided by crouching then standing and firing immediately, making the marksman who's been waiting for the head to pop up for ages useless).
If possible, implementing a pause from crouch to standing where the weapon is unusable would help reduce this issue since the player would have to be standing for a short time before they can fire, helping to quell the advantage they have from abusing the stance system (standing with that kind of gear is likely going to require using a hand on your knee or something to help push up and keep balance, so it would take a moment before you'd be ready to fire again; currently you'll stand up and be ready to fire as quickly as you can let go of your CTRL button. Creating a time where the weapon cannot be fired will leave a standing player vulnerable to fire, just like peeking out from cover by moving left or right (where movement will reset your deviation, whereas stance changes will not).
__________________________________________________
Comment, Discuss.


