CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
http://cataclysmdda.org
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Lack of a consistent guideline for ranged weapon damage #26183

Closed Poragon closed 2 years ago

Poragon commented 6 years ago

Cataclysm currently lacks a consistent guideline for ranged weapons as a whole. While we have the guideline for bullets/guns which does a wonderful job and is outline near the bottom of this document this cannot apply to all projectiles due to differences in terminal ballistics.

Ideally a formula needs to be created for all ranged weapons to follow that accounts for terminal ballistics in either an abstract or detailed way to ensure consistency across ranged weapons.

I've set up a very basic example solution which takes the in game bullets and bullet formula as a base and accounts for terminal ballistics as an end multiplier of damage, with damage increasing as the projectile's lethal nature is more based on wound channels. The numbers and sources behind the example solution can be found in this spreadsheet, and an interactive bit to serve as a quick test of the multiplier on a few of CDDA's weapons can be found on this graph.

I've personally very little experience in terminal ballistics so it's difficult for myself to create a way to abstract them accurately. Any feedback as to other options and alternate solutions would be vastly appreciated!

Poragon commented 6 years ago

A centralized place to put sources would be nice, not quite sure where in the .json we could throw it given that just bow stuff has about 10~ links between discussion and spreadsheet that are relevant to the balance. In the documentation would be easy and agreeable though, I've already set down most my sources either in the spreadsheet or here linked so it's a simple move to put them in some document.

Also, aside from pneumatic weapons which are shaping up to be another bow and thus will be overly generalized until a done over of 'em takes place, the majority of the research work for all the weapons has been done. Spreadsheet is mainly just throwing in numbers now and should be useful for comparisons across a variety of weapon/projectile types shortly.

Poragon commented 6 years ago

The dreaded issue of TB >1 being an exclusively uphill range has been solved by making it split into another range and I still kept the two equation solution. With this final edit to solve the broadhead/bodkin issue highlighted when doing the comparison sheet the formula should every case of a projectile!

Now it really is just taking it and applying it to every item which is still the meaty work, but the equation(s) themselves being all-inclusive is a very good milestone.

Poragon commented 6 years ago

Brought AP curve in line with DMG curve's range. No formulas on DMG side were changed, just the range of 'em. AP curve was tweaked slightly on the blunt end because I at some point forgot to use -0.3 instead of -0.5. Should be much easier to see the process now.

Also OP updated with new desmos links

Edit: AP Curve/calculations still got some weird quirks. They weren't the focus of the issue and more of a concept on the side but be wary anyone using them, it really likes making hollow points more appealing than FMJ

stale[bot] commented 5 years ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not \'bump\' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

Maleclypse commented 3 years ago

@LaVeyanFiend I saw that you mentioned changes to bullet damage based on barrel length in discord. Does that mean this issue should be closed or is this left open for historical reference?

kevingranade commented 2 years ago

Stale for years now, still useful for reference but it's clearly not proceeding.