03 September 2011

A little rest

I know I have not done much with Ogre in a little better than a week, but I decided that I would take a small break. While I have no programming news to tell everyone, I did do a little bit of work on what the reconnaissance point would look like. The picture to the left is not set in stone, but should give an idea of what I am expecting it to look. The defining aspect of this building is that it needs to be tall enough to be seen from a bit of distance away. Each entry way should fit about a tank and a half across to give an idea of the large scale of the point. Secondly, since this is suppose to be a quick refueling station in many ways, access needs to be addressed. The four ramps should make the platform easy enough to get to while still balancing the final concern. Lastly, this is suppose to be almost a safe spot for the controlling team. Originally all I had going up the sides were very thin posts holding up the roof (which is necessary for condition 1). After a bit of thought, It seemed silly to let people drive to a raised position where they would be vulnerable to almost any form of attack.

With these considerations in mind, I have made this first release idea. The post shield the user from most enemy attacks while still keeping it open enough to allow easy access. The picture to the left is another angle of the same structure. Inside of a friendly reconnaissance point, the user may open a menu to swap or add equipment as well as recharging all spent munitions. This menu is also available at the base (so when you die or spawn for the first time) but with an option to change tank types which is not available in the field. This design is subject to change based on future inspiration or comments received.

Well, enough about that for a while, on to something a little different. How kills are decided is fairly easy, whatever damage was the damage to reduce the target's armor to less than or equal to 0 get awarded the kill. I have decided this would be a good post to better define who gets an assist. If the killer did greater than or equal to 75% of the damage, then no assist is awarded. If the killer did greater than or equal to 50% of the damage, then the player with the second most damage gets an assist. If a killer did the most damage and greater than or equal to 25% of the damage, then assists are awarded to the second and third place totals. If the killer was second, then first and third get assists while if the killer was third or lower, then the top two get assists. If the killer fails to get to 25% of the total damage then three assists are award two the top three players who did not get the kill. Note that offline players are skipped. Damage is recorded from the time since the armor was last at its full value (or since the last return to base or reconnaissance point, though the armor is more slowly repaired out of the base). While not a lot of points earned, assists get roughly 33% or the killers bounty, divided among the player with assists by the amount of damage done. (So a solo assist gets 33%; two or more assists get 33% * (damage of player) / (total damage dealt by all players earning an assist).) Hopefully this will decrease the harm done to people who keep have the targets stolen (you dealt a lot of damage and someone comes in a finishes them before you do, most likely you will get a decent amount of the assist points). That is about all for now, hopefully I will be more motivated in the coming week.

~gunnah

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