Natural Selection Tool

ProphyleProphyle Join Date: 2002-11-02 Member: 4499Members
edited February 2003 in NS General Discussion
<div class="IPBDescription">Based on the Sterkman Point System.</div> I wrote a script for hitpoint/damage calculation in Natural Selection.
Click here: <a href='http://www.schattentheater-illumini.de/sterkman/index.php' target='_blank'>http://www.schattentheater-illumini.de/ste...rkman/index.php</a>. (the site is down at the moment of my writing, but should come again soon.)
It's only HTML with Style Sheets - no Flash or Java, but serverside PHP-Scripts.
If you don't like the way this tool goes, please say, i'll put it down then.

I tried my best to take right and new values, but there is no complete list of those values, at least I didn't find one. The manual doesn't say everything, and seems not to be up-to-date with 1.04.
So my questions.
The rates of fire for the weapons, both aliens and marines, including Spore Cloud an Welder.
Hitpoints for all structures, not only marine structures.
How much damage do the Aliens' weapons exactly? For example, heal, leap or charge, there doesn't stand anything in the manual.
How does the Half-life Damage System work? I assumed that, with 30% Absorption and 10 Points Damage, 3 Points would be subtracted from the Armor Points and 7 from the Hitpoints. Is that right?
How do you calculate with float values? Just regular (int)-casts or do you floor/ceil that?

I'd like to link your manual to this tool, so one could easily read more information, f.e. for the Heavy Machine Gun. The link would be right beside the name "Heavy Machine Gun". Can I do this?

Please report bugs or tipps and suggestions over the webinterface, simply click on "Report Bugs". Especially I would appreciate help with the text, because I'm German.

Comments

  • criogenicscriogenics Join Date: 2003-01-13 Member: 12248Members, Constellation
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Re: damage system - Damage is deflected to the armor based on the absorption percentage, and all damage to armor is *halved*. So if you're hit for 20 damage and have 30% armor absorption, you will take 14 damage to health and 3 damage to armor.

    Leap and Charge are difficult to gauge damage for, as both deal damage per "touch," and there is no precise time interval between touches, nor a set number of touches per hit.
  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    Fully upgraded heavy armor marine dies in 6 bites from a skulk....are you sure? Sounds a bit...powerful, guess I haven't been landing my hits as well as I thought, can't wait till the hit box is fixed.
  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    One mistake, now that 1.04 is out, lerk spike does 18 damage not 16.
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    yeah, you forgot to halve damage done to armor, making all the calculations a way bit off <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • ProphyleProphyle Join Date: 2002-11-02 Member: 4499Members
    Ok, I updated the script now. If anyone understands the way of the armor-calculation better than me, perhaps he can help me here:
    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    if ( $ArmorPoints > 0 ) {
       $TempArmor = $ArmorPoints -( ( $Damage *$ArmorAbsorption ) /2 );
       if ( $TempArmor >= 0 ) {
           $ArmorPoints = (int)$TempArmor;    
           $ReducedDamage = (int)( $Damage *( 1 -$ArmorAbsorption ) );
       }
       else {
           $ReducedDamage = (int)( ( $ArmorPoints *2 /$ArmorAbsorption *( 1 -$ArmorAbsorption ) ) +( $TempArmor *2 /$ArmorAbsorption ) );
           $ArmorPoints = 0;
       }
    }
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
    It seems to be very confused now and thus probably wrong, but I didn't know how to make it better.
    Just... help me, please.
    Another Question, regarding Umbra: Does it really stop every work like 5 out of 6, or is this totally random?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    you forgot the FPS factor in the "damage per second" part <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
  • KinkyKinky Join Date: 2003-02-04 Member: 13113Members
    very cool

    maybe you can add a real war situation:

    for example...

    3 marines against 1 fade..... who is winning?

    (i know these are theories but it would be nice to know)
  • DubersDubers Pet Shop Boy Edinburgh, UK Join Date: 2002-07-25 Member: 998Members
    Apparently according to the system it would take 5 bites from a skulk to kill a skulk. Doesnt sound quite right somehow.
  • ProphyleProphyle Join Date: 2002-11-02 Member: 4499Members
    Kinky: No, I won't do this. You can do that for yourself, I think. ;)

    Dubers: How many then?
    Remember that FF is 33% of the full damage.
  • TheHornetTheHornet Join Date: 2002-10-31 Member: 1776Members, Constellation
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