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Author Topic: AlienRL Wiki: How do we start one?  (Read 52612 times)

skarczew

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Re: AlienRL Wiki: How do we start one?
« Reply #30 on: October 08, 2012, 02:32 »

GH will be sending me information to help him get it all on-line. I'm also thinking of making comparisions between different guns.
Always feel free to ask :) .
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AJBuwalda

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Re: AlienRL Wiki: How do we start one?
« Reply #31 on: October 08, 2012, 02:36 »

Always feel free to ask :) .
Sure will, Skar ;-)
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Sirdec

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Re: AlienRL Wiki: How do we start one?
« Reply #32 on: October 08, 2012, 04:03 »

Read the article about accuracy, thus a few points :

* If possible anyone besides the HW Specialist should take, basics in sidearms and primary from the start. The difference in "skill rating" between untrained and basic being *2*. Maths tell us that getting basic heavy weapons asap after finding a heavy weapon is a good idea too.

* Pain : i assume that when under pain the bonus to "skill rating" due to distance is conserved. Pain mostly happening in melee range, it's no wonder many players don't notice it's effects.
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AJBuwalda

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Re: AlienRL Wiki: How do we start one?
« Reply #33 on: October 08, 2012, 04:21 »

* Pain : i assume that when under pain the bonus to "skill rating" due to distance is conserved. Pain mostly happening in melee range, it's no wonder many players don't notice it's effects.
The effect can be quite significant. With a pain modifier of 3-5 it takes more shots to take down even a simple drone, where normally a few well-placed rounds will end those bugs. I have once emptied an entire clip (12 rounds) in one of those creeps only to need to reload and fire once more; I had it trained at the time as well. Pain is a big deal.
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skarczew

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Re: AlienRL Wiki: How do we start one?
« Reply #34 on: October 08, 2012, 12:27 »

* If possible anyone besides the HW Specialist should take, basics in sidearms and primary from the start. The difference in "skill rating" between untrained and basic being *2*. Maths tell us that getting basic heavy weapons asap after finding a heavy weapon is a good idea too.
That (taking Sidearms and Primary) is pretty consistent with my strategy as well.

* Pain : i assume that when under pain the bonus to "skill rating" due to distance is conserved. Pain mostly happening in melee range, it's no wonder many players don't notice it's effects.
They do not notice its effects till it is too late :> .
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AJBuwalda

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Re: AlienRL Wiki: How do we start one?
« Reply #35 on: October 08, 2012, 13:55 »

They do not notice its effects till it is too late :> .
Oh YASD, how we loath you :-P
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Game Hunter

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Re: AlienRL Wiki: How do we start one?
« Reply #36 on: October 09, 2012, 09:37 »

If there's any game mechanics info in particular anyone wants to know, reply so I can prioritize. Going through the game code can take a while, so it'll be some time before everything is added to the Wiki. Perhaps more importantly, I don't care about the order of stuff going up, so I'm more than happy to work on whatever people want to see first
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skarczew

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Re: AlienRL Wiki: How do we start one?
« Reply #37 on: October 09, 2012, 16:49 »

If there's any game mechanics info in particular anyone wants to know, reply so I can prioritize. Going through the game code can take a while, so it'll be some time before everything is added to the Wiki. Perhaps more importantly, I don't care about the order of stuff going up, so I'm more than happy to work on whatever people want to see first
I just wonder whether it is needed to put hard data (like the exact formulas for the damage), e.g:
Spoiler (click to show/hide)
Most of such stuff I won't remember. Instead of it, I will keep in memory that M3A submachine is a very good weapon, FN SCAR is decent, and MK 88 combat pistol is mediocre.
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thelaptop

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Re: AlienRL Wiki: How do we start one?
« Reply #38 on: October 09, 2012, 18:51 »

Probably requires some fine-tuning.  But having hard data in is a good start.
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AJBuwalda

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Re: AlienRL Wiki: How do we start one?
« Reply #39 on: October 10, 2012, 01:22 »

Probably requires some fine-tuning.  But having hard data in is a good start.
That and we'll need to rework it after the update, anyway.
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Lomaster

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Re: AlienRL Wiki: How do we start one?
« Reply #40 on: October 10, 2012, 02:50 »

I swear i found shotguns not only in civilian tower but also in engineering and storage.
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skarczew

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Re: AlienRL Wiki: How do we start one?
« Reply #41 on: October 10, 2012, 04:35 »

I swear i found shotguns not only in civilian tower but also in engineering and storage.
You are right. But by "civilian only" the Wiki means the following towers: Civilian, Medical, Storage, Engineering.
By "military towers" the Wiki means: Military, Security, Main.

It is simply the "type", not the "name" of the tower.

Yet another thing to be clarified ...

EDIT: Actually, it is written there:

Quote
If a weapon can be found in a "civilian only" location, this means that it will not be generated in the Main, Security, or Military towers, and is especially common in the Storage tower.
If a weapon can be found in a "military only" location, this means that it will only be generated in the Main, Security, or Military towers: these weapons are rare in the Main tower but common in the Military tower.
« Last Edit: October 10, 2012, 04:38 by skarczew »
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Lomaster

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Re: AlienRL Wiki: How do we start one?
« Reply #42 on: October 10, 2012, 04:48 »

Oh. That makes sense.
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Game Hunter

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Re: AlienRL Wiki: How do we start one?
« Reply #43 on: October 10, 2012, 09:40 »

I just wonder whether it is needed to put hard data (like the exact formulas for the damage), e.g: [[example about distance calculation for skill rating]]
Most of such stuff I won't remember.
Remembering the exact formulas isn't entirely necessary, but I can remember the results of such formulas and keep them in mind during combat. Using your example and the explanation of stray chance with distance, we can figure this out:

Distance1234567891011
Skill Rating+3+2+1-0-0-0-0-1-1-1-2
Stray Distance+0+0+0+0+1+1+1+1+2+2+2

Using this information, we can conclude that the ideal shooting distance is 4 tiles away, although most cases will handle okay in the 4-7 tile range (since bullet stray only happens if if roll rating beats skill rating entirely). In short, you never want enemies getting too close: far distances are more reasonable than near ones, with the best accuracy occurring at a happy medium. This is very different from DoomRL, which is the very simple "closer is better" formula.

Now, I could have simply put the table down, and astute learners could come up with formulae that imitate the results. For the time being, however, I think it's good to see everything for what it is. There's plenty of time to parse it into more meaningful tidbits.

EDIT: table fixed, thanks skarczew
« Last Edit: October 10, 2012, 18:21 by Game Hunter »
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skarczew

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Re: AlienRL Wiki: How do we start one?
« Reply #44 on: October 10, 2012, 17:06 »

Remembering the exact formulas isn't entirely necessary, but I can remember the results of such formulas and keep them in mind during combat. Using your example and the explanation of stray chance with distance, we can figure this out:

Distance1234567891011
Skill Rating-3-2-1-0-0-0-0-1-1-1-2
Stray Distance+0+0+0+0+1+1+1+1+2+2+2

Using this information, we can conclude that the ideal shooting distance is 4 tiles away, although most cases will handle okay in the 4-7 tile range (since bullet stray only happens if if roll rating beats skill rating entirely). In short, you never want enemies getting too close: far distances are more reasonable than near ones, with the best accuracy occurring at a happy medium. This is very different from DoomRL, which is the very simple "closer is better" formula.

Now, I could have simply put the table down, and astute learners could come up with formulae that imitate the results. For the time being, however, I think it's good to see everything for what it is. There's plenty of time to parse it into more meaningful tidbits.
There is one problem, though.

My empirical gameplay experience shows that the best is to shot at point blank. No 4, 5, 6, or  whatever distance you got according to the formulas. The best results are at point blank (1?).
With a decent weapon and some training I am able to make bugs hit the floor in one burst, mostly. The same bugs take 1-3 (2 on average) bursts if I would start from 4-7 range.
« Last Edit: October 10, 2012, 17:16 by skarczew »
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