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Damage inversely proportional to distance

Have any ideas you would like to see put into the game? Constructive criticism is welcomed.

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Damage inversely proportional to distance

Postby Jake » Fri Dec 27, 2013 2:34 pm

I don't play TankPit, let me get that out there first. But I can still recognise that things need to be added to shake up the gameplay a bit, and make it more varied/interesting.

Making damage inversely proportional to distance (i.e. the further you are from target, the less damage your shot does) would change tactics (and indeed make it more tactical to begin with) as well as greatly reduce the effectiveness of 'sniping'. Obviously the amount it's reduced by can be tweaked (it doesn't have to be much).

Just suggesting something that is both realistic, widely implemented across other games, and would make gameplay require slightly more thought.

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Re: Damage inversely proportional to distance

Postby weekend_nachos » Fri Dec 27, 2013 2:56 pm

This is something ive had in the back of my mind while playing for a while but wasn't sure if i was fond of it enough. But my thinking is sort of reverse of yours. Even though you would be correct in the closer distance the more damage done, ive always liked slinging longshots cause they always felt heavier to me when they impacted haha.
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Re: Damage inversely proportional to distance

Postby Dopatonin » Fri Dec 27, 2013 3:23 pm

I'm in favor of any new variables that would spice up combat.

In regard to damage being inversely proportional or proportional to distance:

I understand the argument for both sides. On one hand it seems that the closer you are, the more damage should be done "point-blank range." On the other hand, long shots feel like they've had some time to build up momentum and should hit harder upon impact.

Maybe this is too much detail for this game....
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Re: Damage inversely proportional to distance

Postby SW » Fri Dec 27, 2013 3:46 pm

Cool idea, but I don't think sniping should be discouraged, nor close range firing, so I guess the most fair thing is not to weight damage by distance.
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Re: Damage inversely proportional to distance

Postby The_Revelation » Fri Dec 27, 2013 3:57 pm

This is the way it used to be in battlefield, except in reverse.

You used to get more PP the further you were away from your target. I always assumed it was because it took longer, so it would level out the PPH.
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Re: Damage inversely proportional to distance

Postby Jake » Fri Dec 27, 2013 7:42 pm

The_Revelation wrote:This is the way it used to be in battlefield, except in reverse.

You used to get more PP the further you were away from your target. I always assumed it was because it took longer, so it would level out the PPH.


Interesting; I never knew that.


To be honest the aim was not to discourage sniping, rather to add intricacies into the actual combat of the game rather than simply "click to shoot".
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Re: Damage inversely proportional to distance

Postby Dopatonin » Fri Dec 27, 2013 7:43 pm

The_Revelation wrote:This is the way it used to be in battlefield, except in reverse.

You used to get more PP the further you were away from your target. I always assumed it was because it took longer, so it would level out the PPH.


All the hours I spent on that game...and I never knew that....what the fuck.
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Re: Damage inversely proportional to distance

Postby Jordann » Fri Dec 27, 2013 10:04 pm

that seems highly exploitable with all the speedhacks in battlefield.
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Re: Damage inversely proportional to distance

Postby SW » Fri Dec 27, 2013 10:11 pm

The_Revelation wrote:This is the way it used to be in battlefield, except in reverse.

You used to get more PP the further you were away from your target. I always assumed it was because it took longer, so it would level out the PPH.

Are you sure about this? I was never aware.
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Re: Damage inversely proportional to distance

Postby Frost » Fri Dec 27, 2013 10:13 pm

shot distance does not take any longer close or far....

Each shot has a given period of time it is allowed to use. no matter if the tanks are touching, or across the screen from each other. How can I explain this effectively.

If each shot is allowed to take up to 1 second of game time, then 1 second will always be used. So whether I am shooting from the edge of the screen, or right next to the tank, it will never change.

What does change is this. Lets say if the tanks side by side shooting each other. Tank 1 shoots Tank 2. Although the graphics of the shot may only show the shot taking .25 of a second to complete and hit the target, 1 second is still allotted for the shot. That is why Tank 2 waits a bit to fire its shot....


where as if T1 and T2 are on opposite sides of the screen shooting each other, the graphics for the shots may take .80 of a second to complete, but the shot still takes 1 second, just the time you are waiting for T2 to fire is much shorter. Try it. You will find that tanks farther apart fire more "back to back" (less time in between shots) then tanks right next to each other, graphic times are shorter, but wait times are larger.
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Re: Damage inversely proportional to distance

Postby The_Revelation » Sat Dec 28, 2013 5:15 pm

SW wrote:
The_Revelation wrote:This is the way it used to be in battlefield, except in reverse.

You used to get more PP the further you were away from your target. I always assumed it was because it took longer, so it would level out the PPH.

Are you sure about this? I was never aware.


I have no proof - I just thought it was common knowledge back in 1999ish. I remember checking when we had Promo Points visible, and it was in fact true. Didn't know I had a big secret when I reveled that lol.
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