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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#11
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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 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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