Re: Towers
PostPosted: 27 Aug 2012, 08:29
I can see there are many different oppinions of the tower accuracy... First of all it's good to see that towers hit way more now than before. It should at least stay as it is right now. Also not aiming citizens is a good idea.
I would also give a little suggestion: IMO a 20% chance to miss an idle standing unit is quite too much (see Lewin's quote below). That means 1 of 5 stones will miss such a unit. I would prefer 10%.
I would also give a little suggestion: IMO a 20% chance to miss an idle standing unit is quite too much (see Lewin's quote below). That means 1 of 5 stones will miss such a unit. I would prefer 10%.
Previously the jitter added for a moving target was 6*speed, now it's 4*speed. (speed=0.1 when walking, 0.15 when running/mounted IIRC). The base jitter (always added) has remained the same at 0.2. The jitter is the random amount added/subtracted from the position aimed for. So basically:
Target.X = Aim.X + Random_In_Both_Directions(base_jitter + speed*moving_jitter)
Target.Y = Aim.Y + Random_In_Both_Directions(base_jitter + speed*moving_jitter)
Random_In_Both_Directions(x) = random number between -x and +x
Please note that Aim is perfect, i.e. it is the exact position the target will be at if he keeps walking in a straight line. If he changes direction while the projectile is in the air (which units often do) it means the projectile is much more likely to miss.
The probability to hit is done like this: If it lands at 0 distance from a unit, it's guaranteed to hit. At 1 distance it's guaranteed to miss. At 0.5 it has a 50% chance of hitting the unit.