Closed galacticwarrior9 closed 2 years ago
what is the use case for this?
So, there was an obscure use-case for this on my server, but I don't think it's still necessary + it would be a flawed solution. So I'll close this for the time being.
I'm going to comment on this again now with the benefit of having experienced a number of large-scale battles on my server, in the range of around 50-70 participants. For context, it is a survival Towny server where players can attack each other's towns. We have a number of sniper rifles which use the damage drop-off feature to deal more damage at longer ranges than shorter ranges. The problem is that these distances are easy to manipulate in a survival context. For example, players will build pillars and floating platforms to max out their distance from other players standing in the same chunk. A damage drop-off range intended to be at the edge of the entity render distance may well be too short when diagonal distances are involved. I'll leave it up to you if you want to re-open this or not, I understand it is a niche feature request and perhaps not the best way of addressing the problem.
damage dropoff is intended to lower the damage dealt per range so guns will deal less damage over greater distances... Don't pillar up.
In real life, bullets don't accelerate (EVEN WHEN SHOT DOWNWARDS!). This is due to the force of drag having much more strength than gravity. If you still feel you need this feature, I can add it as a global option in config.yml
for $25.
Description
An option for damage drop-offs to only consider the horizontal distance travelled by the projectile.
Configuration