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Star Wolves 3D space RPG with deep strategy and tactical elements

 
 
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Old 06-08-2010, 07:44 AM
Trucidation
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That burst count value, I don't think I've seen it mentioned. There is already rate of fire, right? I thought that already shows the firing speed. Hmm... is burst count a limit on the number of attacks?
Edit:
Ahhh it's in the guns' definition, sorry x_x Something like how many shots fired per attack, like that? The thing is... there is already a rate_of_fire value, so that's why I don't understand why need a function to calculate it again.

I'll try the calculation with the alien blaster gun ("ASG") and see what I get.
ck = (burst_count * 60) / (recharge_time + rate_of_fire)
= ( 6 * 60 ) / ( 1 + 1 )
= 360 / 2
= 180
Hmm. I guess that number is the one displayed on the trade screen when we view a weapon. I see... I wrongly assumed we don't need the other values; in that case we'd get a steady stream of bullets every X seconds, and doesn't account for weapon bursts.

@sidius:
Ah, I see what you're referring to, the energy_restore tags in Carcasses.xml. Actually, that's not so large a problem - i can simply write a PHP script to recalculate all the values. We're assuming the default ones are all balanced though Personally, I'd like slightly less shields, higher shield regen, and higher armor hp.

Whether this is a good thing or not is up for debate though, I'm just making guesses from my experience in the game.

Last edited by Trucidation; 06-08-2010 at 08:00 AM.
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