Full Thrust Java test list -- August 2005
Re: Game 796
On Aug 18, 2005, at 11:17 AM, Oerjan Ariander wrote:
> Noam wrote:
>
>
>> That's because the apparent range is still the range to the target.
>> A stealth-2 ship at 16 MU should _not_ show up in targeting as being
>> at 24 MU.
>>
>
> WHY shouldn't it show up in targetting as being at 24mu?
For a purely semantic difference on how stealth "feels". If the
actual range is 17, the effective range is still 17. If the ship is
stealth-2 and you're firing a b2 at it, the effective range is
_still_ 17, but _your_ effective range _band_ is 8.
> The only reason the targetting window shows the range AT ALL is so the
> player can determine which ships are in range of his weapons (and
> in what
> range band).
Ah - but that parenthetical is not directly indicated by the range
number value. It is determined by the player because the he knows the
range band of his weapons. If he knows what they are vs. stealth
ships, the number is exactly as informative as it should be.
> When you're targetting weapons you're not interested in the
> actual range; what you need to know is the *appearent* (ie.,
> Stealth-modified) range. And that should be pretty trivial for to
> code -
> "if Ship X has level-1 Stealth, then AppearentRange(X) =
> ActualRange*1.2", etc.
I would _much_ rather have the "target out of range" flag appear in
my above example instead of having the effective range changed. The
math is just as simple, but in a different place.
The other fix I want (and darnitall if I may just have to pick up a
Java book and start getting over this wall) is to make sure stealth
of a given ship is nullified if it fires at a target beyond 24 MU.
N*
*Let N = {Noam R. Izenberg}
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