Kentaro wrote:Could we have data about damage of these 4 weapons?
Sure, here goes. I'm using a custom base class for most projectiles. The two most significant changes from standard projectiles are:
- There may be a difference between impact damage and splash damage. All four rocket types add 4 points of impact damage per 1,000 UU/s impact speed difference.
- Splash damage checks for overlap with the radius, instead of only being applied to actors whose center is inside the radius. This effectively gets rid of the hard cut-off that happens when the actor center is just outside the radius and the actor won't receive damage from standard projectiles anymore. This is most apparent if you compare Rocket Launcher rockets and Perses rockets fired next to a larger vehicle. If the vehicle's center is just outside the splash radius, the vehicle won't take damage from the RL rocket, but it will e.g. from a Mercury Missile.
Ok, let me start with the easier rocket types. The rockets apply the same amount of damage to players and vehicles.
Homing Missile
Fire interval: 0.4s
Initial speed: 2,000 UU/s
Maximum speed: 3,500 UU/s
Acceleration: 5,000 UU/s²
Life span: 6s
Splash damage: 90 over 220 UU radius
Maximum impact damage against stationary target: 104 (90 + 0.004 * 3,500)
Example damage against "fleeing flyer" (2,500 UU/s in same direction as rocket): 94 (90 + 0.004 * (3,500 - 2,500))
Example damage against "suicidal flyer" (2,500 UU/s towards the incoming rocket): 134 (90 + 0.004 * (3,500 + 2,500))
Frag Missile
Fire interval: 0.5s
Initial speed: 1,500 UU/s
Maximum speed: 2,500 UU/s (same as Leviathan rockets)
Acceleration: 1,000 UU/s²
Life span: 14s
Splash damage: 50 over 220 UU radius
Spawns 15 shrapnel chunks. Chunks bounce up to 3 times and lose 15% of their current speed each time they bounce. Impact damage scales linearly with impact speed relative to the initial speed, which corresponds to 10 points of damage (maybe I should set that higher) against players or 8 points of damage against vehicles or objectives.
Napalm Rocket
Fire interval: 0.6s
Initial speed: 1,500 UU/s
Maximum speed: 3,500 UU/s
Acceleration: 2,000 UU/s²
Life span: 10s
Splash damage: 50 over 220 UU radius
Spawns 10 napalm globs that stick to surfaces. (They drop from ceilings after a bit, though.) Four to five times per second they apply 7 points of damage to all touching objects. Vehicles and objectives scale that to 1, which means they only take 4 or 5 points of damage per second from a single glob. Globs last 5 to 7 seconds, which means a single glob can apply 20 to 35 points of damage to a vehicle or node. Players are unlikely to survive a direct hit. Vehicles and objectives can take up to 50 + 10 * 35 = 400 points of damage from a single hit, if globs immediately stuck to them and always did maximum damage. Realistically, at least three hits will be required to kill a Goliath.
Mercury Missile
Hmm, this one is a bit tricky. Its impact damage heavily depends on its speed. (Or actually the velocity relative to the impacted target's velocity.)
Fire interval: 0.3s
Initial speed: 5,000 UU/s
Maximum speed: 30,000 UU/s
Acceleration: 10,000 UU/s²
Life span: 6s
Splash damage: 40 over 150 UU radius
Impact damage: 40 + 0.004 * speed difference
Penetration damage (at speed difference > 7,000UU/s against unprotected players): 50 + 0.002 * (speed difference + 7000)
At point-blank range, a Mercury Missile already does 60 damage. Penetration speed is reached after just 0.2s, but the rocket already traveled 1,200 UU at that point and would do 68 impact damage or 78 penetration damage. During its first 2.5 seconds of flight, the rocket adds 4 points of impact damage or 2 points of penetration damage every 0.1 seconds. If you are unlucky enough to catch a stray Mercury Missile at maximum speed, it will do 160 impact damage or 124 penetration damage. The Mercury Missile will have traveled at least 43,750 UU, then. For comparison: The Torlan cores are 34kUU apart, the Dria cores 68.5kUU; the Dawn or Island Hop cores are about 41kUU apart. These maps have much lower fog distances, though.
Effective ranges of 15 to 20 kUU are probably more realistic, which corresponds to around 1.5s travel time and already 120 points of impact damage or 104 points of penetration damage. 15kUU is the distance between the Minigun turrets across the center of MasterBath. The fog distances on most maps are in the range 10kUU to 20kUU.
Fun fact: Mercury Missiles have a theoretical range of 178,750 UU. The longest possible straight horizontal flight path on Dria is only about 84kUU. Mercury Missiles travel that distance in less than 4 seconds, while most flyers need more than half a minute.
Kentaro wrote:Edit: ah, and i've forgotten, i love the sound played with the SPMA projectiles

UT3-style, just like the aiming logic.
[P]etya wrote:I think it's awesome. It would be good to see this on some multiplayer maps too.
I think the first map with the Perses is
Turbo K's version of Diamond Sword. You can find it at the center node.