You know, you should probably get to work on that Dovahkiin app. You really are supposed to be finishing it. After all, everyone is asleep, which will give you time to finish it.
*sigh* Yea, I know. :(
Not only that, you also need to post for EG:P, check Iron Storm, FaF, and a couple others.
Can I at least listen to music while I work?
Meh, why not?
Yay! :D
You know, people are going to think we're crazy for holding a conversation with ourselves.
Hmmm, good point... Oh! I know! I'll just say that I was simply trying to come up with a witty way to introduce this song! That should throw them off! :p
Oh, right. As for us, we're still up because of an energy drink. I'm just kind of bored right now, so I'm simply passing the time by talking to myself. :p
Actually, one thing did happen. I went to my brother's track meet, and he got first place in the 100 meter dash. When he won, he was running and jumping all across the field. That was actually the happiest I've seen him, or at least the most active I've seen him. :p
Also, I managed to make a good equation (*ahem* with Wriggle's help) for the VATS system, and after some tweaking, I managed to even make it similar to how it is in the game, albeit with some differences. I couldn't quite make it exactly like the game, but with the system, the weapons will even have the distances of the enemies calculated.
Here's the equation.
(BWP + Perks + Perks) * (Dmax/Dcurr)/10)
So, a Gauss Rifle will be able to hit someone from 2 kilometers away with a 7.5% chance, due to the equation looking like this.
(100 + 25 + 10) * ((2,000m / 2,000m) / 10) = 7.5%
The Base Weapon Probability is a sort of rating for the weapon. Because of the Gauss Rifle being the most accurate weapon in Fallout 3, it has the highest rating. As for something like a shotgun, it will have a much shorter range with a much smaller chance of hitting as you aim at farther targets.
So far, so good though. :p
What do you think?
Originally posted by S121 Every time I see a new post on the Forum, I feel like a little kid during Christmas, all giddy.
Trial and error, along with a little bit of mathematical know-how and luck. :p
To be honest, I only came up with the simpler part of the equation (the first half), and Wriggle inadvertently came up with the second half. The second half is a part of en equation that didn't originally work, and was a part of the very first version of the VATS equation.
Of courses, the equation kept giving me numbers like 4,000%, and .10%, numbers I could not use for a reliable VATS system.
After noticing that there were slots for three perks, I fixed it and added only two.
Psub = {Pb + [(Dmax/Dcurr)/10]}
((Psub + Psub*0.25) + (Psub+ Psub*0.10) * 0.1))
Of course, this still had the same problems as the first equation, so I scrapped it, especially since it would only give me a 30% chance to hit someone.
After some thought, I decided to take the original equation from the original VATS mechanics from Fallout 3, and change it from this: 25 + (.25 + .10), to 25 + 25 + 10.
This would have been good, but we still needed a way to calculate the decrease in accuracy as enemies become farther away.
For this, we tried (25 + 25 + 10) * (maximum distance / current distance), but it yielded poor results.
After an hour of carefully thinking about it, I noticed that Wriggle's original equation had a very crucial, important piece that I needed for the results to be accurate to the game.
Psub = {Pb + [(Dmax/Dcurr)/10]}
With this equation piece, I simply modified it so that it would look like this.
(Base Weapon Probability Rating + Perk + Perk) * ((Maximum Distance / Current Distance) / 10) = Accuracy
This meant that the weapon's probability rating would be added with any perks my character has, which would increase the 100 rating by 25 and 10, which would give him 135. As for maximum distance, it would be 2 kilometers, or 2,000 meters, while the current enemy is 1 kilometer, or 1,000 meters away from Max. When I divide those, I would get 2, and after dividing that by 10, I would get .2. After that, I multiply .2 by 135, which would mean Max would have a 27% chance of hitting a man standing 1 kilometer away.
In other words, this.
(100 + 25 + 10) * ((2,000m / 1,000m) / 10) = 27%
I still have yet to assign his shotgun a Base Weapon Probability Rating (now known as the BWPR), but I think it will be something low, something that will prevent him from killing things from 50 meters away, depending on the weapon spread of the shotgun. Maybe I'll give it a BWPR of 10, something low. Not only that, I'll also need to set it's maximum effective range, setting the final part of the equation.
After that, everything should run smoothly. :p
Originally posted by S121 Every time I see a new post on the Forum, I feel like a little kid during Christmas, all giddy.
Almost got my massive calculator working... ...It's just going to be a pain in the absolute a$$ to get the stat growth thing to work properly.
...I need it to NOT update every time something in the sheet is updated... ...but I need the sheet to update still... ...If only I could isolate those cells...
@ S1
I talk to myself but I like to think I'm talking to my Eternal Galaxy Characters.