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Just noticed that you added a #def for triple damage
- To:
- Subject: Just noticed that you added a #def for triple damage
- From: Peter Mardahl <>
- Date: Mon, 12 Jun 2000 11:44:02 -0700
But that has the effect of making the edges of the cone as strong
as the center....
So either the cones are a lot weaker, or significantly stronger,
under your proposed patches.
Also, there is this effect: objects in the center will get
hit 3 times, causing a peaked statistical distribution of damage,
rather than once, causing a flat distribution of damage.
I agree that using a single object is better: can you modify
your patch so that it'll do the "cone-is-weaker-at-the-edge" thing?
PeterM
> > Another play balance issue. We have found NO_CONE_PROPAGATE to even up
> the game
> > a lot.
>
> > Should this be the default behaviour? Has anyone else tried using this
> option
> > recently?
>
> I think that's not the real problem with cones though. Cones are
> currently hyper-powered because a cone spell in fact fires three
> overlapping cones, one from each initial square, due to some odd
> behavior in cast_cone(), which also causes cones in flight to chew up
> 3 times as many active objects as necessary (which can make a server
> drag if you're being spammed by a mob of skulls or the like).
>
> John, you might want to try the attached patch and remove
> NO_CONE_PROPAGATE. It removes this triple overlapping behavior, and
> depending on whether you #define BALANCE_CONES, either leaves the net
> damage as before (by tripling the damage from each cone cell), or cuts
> it to 1/3 (by leaving the damage numbers alone).
>
> Any comments, questions, flames, lightning bolts, or other feedback?
> :-)
>
>
>
>
>
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