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Progress Update -- Hit Calc Changes?

🕑 Added 2024-08-29 18:46:01 +0000 UTC
Progress Update -- Hit Calc Changes?

Comments

Metal Jay

Yes I was thinking something similar. Bigger mechs are easier to hit but hit harder. Lighter mechs are good at drawing fire but won't last when hit and aren't as deadly of course. I'm sure I'll have to tweak it but I think boiling things down to pips rather than being like +17.5% Dodge makes it easier to understand and even do rough calculations in your head (if my to hit pips are greater than their Dodge pips then I'm at an advantage and vice versa)

Kieran

Its depeneds on how you balance to hit and dodge. For example, slower mechs (your big boys) would lile yhave more to-hit pips thank lighter as they are more stable, versus fast boys getting more dodge pips for that speed. IT should also balance out accordingly - that fast boys have less to-hit and big slow boys have less dodge, reflecting their strengths and weaknesses fairly. You can also then take advantage of the metal mods for units - things that have balance/counter balance effects (IE, a Mod for an mech that supe's up the engine making it move faster, gaining a dodge pip, but it will reduce to-hit pip equally. Or weapon mods that might increase to-hit but reduce damage dealt. YOu can even make it that mechs that can jump get better dodge/lower to-hit becaue of their jumping.)

Metal Jay

Definitely. My idea is to test it out and see. I'm not married to this specific approach but I think whatever happens, finding some way to convey dodge and to-hit chances to players in a simpler and more obvious way would be helpful. Right now that info is really just hidden totally

ZeroSum716

Implementation is everything, but I can see this working.


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