Project Armory Accuracy System Discussion

Started by Evul, July 16, 2014, 08:29:11 PM

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Evul


Accuracy System Discussion

I am still working on the new accuracy system for Project armory. And i need your help to actually have a good system to implement. This thread will be used to develop a new way to handle accuracy and maybe even effect other things then just accuracy.

System candidates:

If you have an idea of any of the current systems or a awesome idea on a new realistic well balanced system please post your formula here!

Evul

#1
Current System:

OLD ACCURACY SYSTEM to NEW SYSTEM - TRANSLATION TABLE

-----------------------------------------------------------------------------
Range 4 15 30 50
-----------------------------------------------------------------------------

old_accuracy
1 79% 42% 18% 6%
2 85% 55% 30% 13%
3 89% 64% 41% 22%
4 91% 71% 50% 32%
5 93% 77% 59% 42%
6 95% 83% 68% 53%
7 96% 87% 77% 64%
8 98% 92% 85% 76%
9 99% 96% 92% 88%
10 100% 100% 100% 100%



    1 becomes
                <accuracyTouch>0.79</accuracyTouch>
                <accuracyShort>0.42</accuracyShort>
                <accuracyMedium>0.18</accuracyMedium>
                <accuracyLong>0.06</accuracyLong>

    3 becomes
                <accuracyTouch>0.89</accuracyTouch>
                <accuracyShort>0.64</accuracyShort>
                <accuracyMedium>0.41</accuracyMedium>
                <accuracyLong>0.22</accuracyLong>

    4 becomes
                <accuracyTouch>0.91</accuracyTouch>
                <accuracyShort>0.71</accuracyShort>
                <accuracyMedium>0.50</accuracyMedium>
                <accuracyLong>0.32</accuracyLong>

    5 becomes
                <accuracyTouch>0.93</accuracyTouch>
                <accuracyShort>0.77</accuracyShort>
                <accuracyMedium>0.59</accuracyMedium>
                <accuracyLong>0.42</accuracyLong>

    6 becomes
                <accuracyTouch>0.95</accuracyTouch>
                <accuracyShort>0.83</accuracyShort>
                <accuracyMedium>0.68</accuracyMedium>
                <accuracyLong>0.53</accuracyLong>

    7 becomes
                <accuracyTouch>0.96</accuracyTouch>
                <accuracyShort>0.87</accuracyShort>
                <accuracyMedium>0.77</accuracyMedium>
                <accuracyLong>0.64</accuracyLong>

    8 becomes
                <accuracyTouch>0.98</accuracyTouch>
                <accuracyShort>0.92</accuracyShort>
                <accuracyMedium>0.85</accuracyMedium>
                <accuracyLong>0.76</accuracyLong>

    9 becomes
                <accuracyTouch>0.99</accuracyTouch>
                <accuracyShort>0.96</accuracyShort>
                <accuracyMedium>0.92</accuracyMedium>
                <accuracyLong>0.88</accuracyLong>

Evul

Here is my system i working on now:

Weapon accuracy values
defName accuracyTouch accuracyShort accuracyMedium accuracyLong
Pistol
     Range effectiveness 100% 80% 40% 5%
     Accuracy value 1,00 0,80 0,40 0,05
     with Modifier 0,70 0,60 1,00 0,45

SMG
     Range effectiveness 80% 100% 64% 10%
     Accuracy value 0,80 1,00 0,64 0,10
     with Modifier 0,50 0,80 1,24 0,50

Assault Rifle
     Range effectiveness 38% 46% 100% 38%
     Accuracy value 0,38 0,46 1,00 0,38
     with Modifier 0,08 0,26 1,60 0,78

Rifle
     Range effectiveness 32% 38% 65% 50%
     Accuracy value 0,32 0,38 0,65 0,50
     with Modifier 0,02 0,18 1,25 0,90

Machine Gun
     Range effectiveness 25% 43% 64% 26%
     Accuracy value 0,25 0,43 0,64 0,26
     with Modifier -0,05 0,23 1,24 0,66

PA accuracy value (PAAV) (1.00-10.00) 10,00
Modifier Sight S5
Modifier Attachment A0


Modifiers
ID: Type: accuracyTouch accuracyShort accuracyMedium accuracyLong
S0 -Nothing-
S1 Collimator Sight 0,00% 15,00% 5,00% 0,00%
S2 Combat Optic Sight -10,00% 10,00% 20,00% 5,00%
S3 Night Vision Optic Sight
S4 Thermal Vision Optic Sight
S5 Sniper Optic Sight -30,00% -20,00% 60,00% 40,00%

A0 -Nothing-
A1 Flashlight
A2 Laser Marker
A3 Flash Suppressor
A4 Sound Suppressor


That might been kind a confusing but here is the rundown:
For this example (above) we will use the Project Armory Accuracy Value (PAAV) of 10 and a Sniper Optic Sight (S5)

A weapon use Range effectiveness that is from 1% to 100% (or 0.00 to 1.00) This value is multiplied by the PAAV

So for example a Assault rifle with accuracyShort Range Effect. of 46% would then gain (if the PAAV is 10.00)  a Accuracy value of 0.46.
But if it also have a Sniper Optic Sight (S5) It would instead have 0,26 in accuracyShort due to the -20,00% (0.20) modifier it gains.

This system is partly based on the previews accrual system so it is easy to implement on old weapons that still use the old. (Old outdated mods) or if you want a balanced weapon.

Don't know if this is a good way of handling it but let me know below!

Bog

#3
I actually have a bit of a problem with it, in that it causes weapons to be "forced" to follow a particular set of accuracy.

Maybe an example is the best way to describe what I'm thinking.

Right now we're in the process of adding 4 new fully automatic shotguns, the USAS-12, Saiga-12, AA-12 and the Pancor Jackhammer.

Right now I have them balanced with different accuracy ratings specifically in mind. If we compare the AA-12 and the Saiga-12, the AA-12 has a slower rate of fire but better accuracy while the Saiga-12 has a much faster rate of fire but worse accuracy.

If we give all the weapons in a category then the 4 new shotguns will be very much the same... except that some with have much higher rate's of fire which would make them just plain better at that means they just deal more damage.

Another example would be the MAC-10 and the P90. In real life the MAC-10 can fire 1,000+ .45 ACP (11.43mm) rounds per minute, and that makes it hopelessly inaccurate, but it deals a lot of damage. The P90 fires 900+ 5.7mm rounds per minute. The 5.7mm is far more controllable by default, and when you combine it with a slightly slower rate of fire the P90 is an awful lot more accurate then the MAC-10, but obviously does less damage in the process because it's bullets are less than half the size.

If in Project Armoury we consider both of them to be "SMGs" then the new system would give them the same accuracy, and suddenly the MAC-10 would be basically only better, rather than just different.

It happens across the board. Not all assault rifles are the same, so I wouldn't want them all to have the same accuracy. An AK-47 should deal more damage per shot than an M-16, but the M-16 should hit a lot more often when used at range. That makes them both good, just in different ways.
Divergence of Civilization Lead Developer (in this case that's the fancy way of saying "Only Developer")

Project Armoury Developer (New huge 2.13 Release now live!)

mrofa

Hmm i like evul new system except the rifle stats, maybe its only me but with scoped weapon in fps its easier for me to shoot very far targets than the far targets.
Anyways Bog you could take  that system and make the % up to, i.e.
Assult rifle acc short is 46%, so Ak-47 can have from 1% to 46% accuracy on short range.
All i do is clutter all around.

Evul

#5
Bog:
This system take in consideration of just that actually. A P90 is more accurate in close range and have a high PAAV let say 8.40 and a MAC-10 have a high rate of fire and have hard time hiring anything there for have a low PAAV of 2.50.
With no attachment the weapons should look like this:

defName accuracyTouch accuracyShort accuracyMedium accuracyLong
SMG: P90 (PAAV: 8.40)
     Range effectiveness 80% 100% 64% 10%
     Accuracy value 0,67 0,84 0,54 0,08

SMG: MAC-10 (PAAV 2.50)
     Range effectiveness 80% 100% 64% 10%
     Accuracy value 0,20 0,25 0,16 0,03



Mrofa:
Are you suggesting that u should lower the assault weapon value?
I can change the rifle value to match your idea I think that is better. :)

mrofa

Sniper rifles, and im not sure im not a expert on weapons, this was only my opinion based on my fps plays:D
All i do is clutter all around.

Evul

I took in consideration smaller target vs larger target :)

Damien Hart

So what I've gathered is that a PAAV is assigned to each weapon individually, and then factored against it's weapon type's standardised values with the Evul system, is that correct?

Seems somewhat inflexible in that it forces the accuracy values for each range to maintain the same scale. Due to differences in designs of the weapons themselves two different weapons of the same type, eg. two assault rifles, may have a similar accuracy at one range, but while one quickly loses accuracy as the range increases, the other maintains its accuracy much better for a longer distance.

That being said, the benefits of a standardised base in facilitating better balance probably outweigh the inflexibility created by such a system. You should also add two more types- carbines, which have more even short-medium accuracy, but lower long range accuracy, and battle rifles, which have lower short range accuracy, but more even medium-long range accuracy.

On a side note, does an accuracy value higher than 1.0 have an effect on gameplay, effectively "countering" accuracy penalties created by environmental factors, skill, etc. or does it just round off at 1.0, simply meaning that the weapon has no negative effect on accuracy?