DRL > Discussion
Things about shotguns
Dervis:
--- Quote from: Thomas on July 09, 2009, 21:03 ---
--- Quote from: Dervis on July 09, 2009, 05:36 ---Either that or severely penalise outliers.
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The idea of enemies on the side being damaged more if they're far away is weird. Maybe a unique shotgun (the jackhammer, maybe?) could work like this.
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Actually those numbers come from applying a gaussian distribution formula to the angle of exit and adding a range dissipation penalty. That's what the small spreadsheet i linked above does.
I perfected the range dissipation formula to calculate cumulative loss % over distance traveled, so now it looks a bit different:
Standard Deviation: 0,15 rad; Dissipation: 8% per square (shotgun)
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Standard Deviation: 0,3 rad; Dissipation: 16% per square (double shotgun)
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Edit: I removed the ones to make the spread look cleaner.
P.S. - Yes, the spread is absolutely ludicrous, but like Malek said, it's what you expect in a video game. Shotguns wouldn't be fun if they didn't hit all over the place.
Thomas:
--- Quote from: Malek Deneith on July 10, 2009, 02:24 ---Shotgun diagrams.
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Ta. Alrighty, I'll change these to numbered diagrams quickly...
* is full 6d3/8d3/whatever damage, so basically a 10.
9 is 90% damage, 8 is 80% damage, etc.
I have 6d3 in mind for these, so the numbers are a bit higher than the other diagrams.
-shotgun
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-combat shotgun
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-double shotgun
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Zi:
If shotguns still did a lot of damage at range, as long as it was where I aimed directly, I'd probably use them a lot more often. (But then I wouldn't be taking advantage of their unique attribute.)
The new damage distribution seems like it would make shotguns not as great against crowds in one shot, though. (But then again, in my experience using them, I couldn't deal with crowds in the open with shotguns and had to hide behind cover like any other weapon.)
ThrustVectoring:
One thing about shotguns is that the total damage they can deal to all targets ought to not go up as the targets get farther away. Think about it - each shotgun blast has only so many pellets, and it shouldn't matter if they land on one target right in front of your face or three targets farther away.
That said, damage should be normally distributed with total damage (across all squares) and damage spread increasing as range increases.
Alternatively, set up shotguns like real life shotguns, and simply have them shoot a bunch of lower damage projectiles at the same time.
Another thing that bugs me is being able to push monsters away with shotguns. Every action has an equal and opposite reaction, and besides which, its been shown that shotguns do not work that way in mythbusters.
One last thing - IRL shotguns can fire multiple types of ammo. Perhaps it might be worthwhile to add shotgun grenades or multiple types of shotgun ammo (R to special load any shotgun, brings up menu to select ammo types)
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