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Hmm let me take it step by step.
0=6700hp - (10m * 600dps * xs * 50)/(pi * 150m^2 * .14s * 50) =>
10m * 600d/s * Xs * 50
----------------------- = 6700hp =>
pi * 150m^2 *.14s * 50
(removing some units and canceling the obvious 50)
10m * 600d * X
----------------- = 6700hp =>
pi * 150m^2 *.14s
(number crunch)
6000Xdm
---------- = 6700hp
9896sm^2
(units!)
6000Xd
--------- = 6700hp
9896sm
(number crunch)
.6X d/sm = 6700hp
(obvious division)
X d/sm = 6700hp / .6 = 11166 hp
X d/sm = 11166 hp
Exactly what happens now is unclear. X SHOULD be seconds, so lets assume hp is in terms of d/m => X = 11166s.
11166s * 1m/60s * 1hr/60m = 3.101 hours
I suppose you might be able to call hp damage/meter ... how much damage you can take while moving a meter. Doesn't really make any sense, but it sounds like it could be turned into something meaningful. Still, 3 hours.
I think identical ships and identical pilots are going to result in a broken equation, just as a1k0n said a while ago that if bots that are evenly matched fight, they just sort of dance around each other forever.
So the pilot skill really needs to be expanded somehow... and other things need to be taken into account - shots/battery, spin torque, thrust. Even so, in the case of evenly matched pilots, you'd expect it to blow up.
This is getting more and more intriguing :D
0=6700hp - (10m * 600dps * xs * 50)/(pi * 150m^2 * .14s * 50) =>
10m * 600d/s * Xs * 50
----------------------- = 6700hp =>
pi * 150m^2 *.14s * 50
(removing some units and canceling the obvious 50)
10m * 600d * X
----------------- = 6700hp =>
pi * 150m^2 *.14s
(number crunch)
6000Xdm
---------- = 6700hp
9896sm^2
(units!)
6000Xd
--------- = 6700hp
9896sm
(number crunch)
.6X d/sm = 6700hp
(obvious division)
X d/sm = 6700hp / .6 = 11166 hp
X d/sm = 11166 hp
Exactly what happens now is unclear. X SHOULD be seconds, so lets assume hp is in terms of d/m => X = 11166s.
11166s * 1m/60s * 1hr/60m = 3.101 hours
I suppose you might be able to call hp damage/meter ... how much damage you can take while moving a meter. Doesn't really make any sense, but it sounds like it could be turned into something meaningful. Still, 3 hours.
I think identical ships and identical pilots are going to result in a broken equation, just as a1k0n said a while ago that if bots that are evenly matched fight, they just sort of dance around each other forever.
So the pilot skill really needs to be expanded somehow... and other things need to be taken into account - shots/battery, spin torque, thrust. Even so, in the case of evenly matched pilots, you'd expect it to blow up.
This is getting more and more intriguing :D
lol...we're arguing over basic mathematics.
However, I think I found the problem.
In the equation, it's "10*Length*etc.." In you're explanation, you only included length and not the 10 constant. In fact, ironically, I put that constant in as a weight to balance the equation and it seems to do its job. The reworked equation should work:
10*10*600*X*50
-------------- = 6700
pi*150^2*.14*50
<cancel out 50's>
60,000x
------- = 6700
9896
6.06x=6700
x=6700/6.06
x=1105 seconds
x= about 18 minutes
Anyone wanna check that just in case?
And yes, I did leave out spin torque and battery and thrust. I still have a lot to do, but first i'm gonna work on weapons and ranking them.
However, I think I found the problem.
In the equation, it's "10*Length*etc.." In you're explanation, you only included length and not the 10 constant. In fact, ironically, I put that constant in as a weight to balance the equation and it seems to do its job. The reworked equation should work:
10*10*600*X*50
-------------- = 6700
pi*150^2*.14*50
<cancel out 50's>
60,000x
------- = 6700
9896
6.06x=6700
x=6700/6.06
x=1105 seconds
x= about 18 minutes
Anyone wanna check that just in case?
And yes, I did leave out spin torque and battery and thrust. I still have a lot to do, but first i'm gonna work on weapons and ranking them.
Yes, to properly balance units you'd need to have the units on the constant 10 to be 1/meters, which arises from the fact that you've got meters in the numerator (from length) and meters squared in the denominator (from sphere volume). Without units on the 10, you've got hitpoints/meters.
I concur.
Ok, thanks a1k0n. I'm also gonna begin to research each thing you talked about on your post on the weapon spray (seeing as though I didn't understand most of it =p), to further add on to my predictions.
Ooops. This is why I should always post step by step derivations of eery mathematical statement I ever make ;)
tboyz: Heh, sorry. I wasn't sure what areas of math you knew and I didn't want to be condescending so I kept it short and direct and my post wasn't too specific.
Quaternion rotation is a lot of math and it's kind of hard to explain. We have several practical uses for them but we never work at the algebraic level with them (i.e. to rotate a vector V with quaternion q you're technically multiplying qVq* but we just say "V' = q.rotate(V)") so it's hard for me to explain how to perform the operations we perform - we do it at a high level.
So when I said 'perturb' in my post I really meant we do a quaternion multiplication with a quaternion made from the random vector (the imaginary part becomes whatever it takes to normalize the new quaternion: 1-√(x²+y²+z²) ).
http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation explains how this all works.
Quaternion rotation is a lot of math and it's kind of hard to explain. We have several practical uses for them but we never work at the algebraic level with them (i.e. to rotate a vector V with quaternion q you're technically multiplying qVq* but we just say "V' = q.rotate(V)") so it's hard for me to explain how to perform the operations we perform - we do it at a high level.
So when I said 'perturb' in my post I really meant we do a quaternion multiplication with a quaternion made from the random vector (the imaginary part becomes whatever it takes to normalize the new quaternion: 1-√(x²+y²+z²) ).
http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation explains how this all works.
Mathematics makes me sad.
yay Tensor math
well, as soon as you guys get the equations worked out, you can convert the game to be an RPG.
i really am sick of all this 'skill' stuff. BORING.
bring in some dice roll based combat, then you will have a real game.
i really am sick of all this 'skill' stuff. BORING.
bring in some dice roll based combat, then you will have a real game.
lol ananzi (i hope...)
a1k0n-thanks for the link. I'll start reading asap.
a1k0n-thanks for the link. I'll start reading asap.
ananzi, even skillbased games have laws of operation. We're just flushing those out.
OUCH, stop the pain, good read tho, ?= if your in space and you hit turbo, why do you slow down so fast after you release it.
Syberfly out
Syberfly out