Hi all,
As most of you have noticed, combat in Fallout 2 hasn't been its strongest selling point. I've been working on a project in a rather on-and-off manner -- mostly off -- for the past four to five years in an attempt to overhaul the combat system. This is something I've kept under wraps for a few reasons:
1) I haven't exactly been working on this in a solid manner. RL takes a heavy toll.
2) Even then, there were some technical limitations in the engine that has stymied most of the little effort that I've put into the project.
3) As I'm sure all of you had noticed, the Unofficial Patch and Restoration Project are so interesting that I've been rather...distracted. Yeah, it's all killap's fault! That's the ticket!
Anyway, seeing the release of the new RP, to mention nothing of the excellent combat/ammo mods by Glovz and Magus, finally motivated me off my butt to finally finish...something. The result is what I'm tentatively calling Yet Another Combat Mod. The major purposes of this mod is twofold:
I) Tweak ammo damage values to something more appropriate -- this primarily concerns AP ammo.
II) Tweak combat to be more tactical than it currently is -- for example, knifing some poor isolated soul to death in the corner of the NCR shouldn't trigger every single cop to beat down on you -- at least initially. Rather, the cops should gradually be alerted as cops closer the crime scene raises the alarm and spreads the bad news. And what would happen if you somehow managed to get no witnesses? Then there shouldn't be any alarm raised!
Part II is purely scriptwork -- I have a pretty clear idea what to do, but it'll be intensive, since almost every critter script will need updating (or re-compiling at the very least, if I manage to get everything done in a header file), and I've been too busy (read: lazy) to do that. I'll around to it someday (and post something new once it's done.)
Part I was the bit that stymied me on a technical level, but I've now also managed to overcome that. What I need now is some input and comments on tweaking the final formula.
The New Damage Formula
One of the things that makes my mod different from the ones out there is how I calculate damage. Perhaps the most fundamental change is that instead of a DR modifier on the ammo, it is now a DT modifier. Therefore, the DR that you get is now solely from the armor. As for DT, generally speaking JHP ammo will not have any impact, but AP ammo will reduce it by 4 to 8, and FMJ ammo will reduce it by 2 to 4. Based on this, I've tweaked the original damage formula to two possible variations:
Formula 1
Formula 2
Original Formula (for reference)
The above formulas assume that no critical hits was inflicted, and that the game is set to normal combat difficulty. The formula is adjusted in the same way as the original formula if either of these conditions isn't true.
As for the effects, generally speaking, overall damage is increased slightly, and JHP ammo still has a very slightly higher average damage. However, AP ammo is very close in average damage, and has a lower standard deviation, enough so that the probability is with AP ammo doing more damage with tougher armor types.
Please see the link below for the full details:
Edit: The spreadsheet is now obsolete. Please refer to this post for up-to-date information.
Some questions to ponder:
1. Which formula do you prefer? Or any suggestions for a better formula?
2. I've managed to change DR mod to DT mod. The engine will now treat what was the DR mod as a negative modifier to the armor DT instead. Is this a good move? Should I include both DR_ammo and DR_ammo modifiers (if possible)?
3. Should I limit (armor_DT - ammo_DT) to zero, or should I allow it to drop into negative values (i.e. raw_damage is increased?)
4. Currently, DR is applied to the raw damage before the damage multiplier. What do you think of reversing that? (i.e. Applying DR to raw damage, then multiplying the result by the damage multiplier -- only really impacts Formula 1).
Any questions, comments, and suggestions are welcomed.
Cheers,
-- The Haen.
Edit: Fixed typo in Original Formula
As most of you have noticed, combat in Fallout 2 hasn't been its strongest selling point. I've been working on a project in a rather on-and-off manner -- mostly off -- for the past four to five years in an attempt to overhaul the combat system. This is something I've kept under wraps for a few reasons:
1) I haven't exactly been working on this in a solid manner. RL takes a heavy toll.
2) Even then, there were some technical limitations in the engine that has stymied most of the little effort that I've put into the project.
3) As I'm sure all of you had noticed, the Unofficial Patch and Restoration Project are so interesting that I've been rather...distracted. Yeah, it's all killap's fault! That's the ticket!
Anyway, seeing the release of the new RP, to mention nothing of the excellent combat/ammo mods by Glovz and Magus, finally motivated me off my butt to finally finish...something. The result is what I'm tentatively calling Yet Another Combat Mod. The major purposes of this mod is twofold:
I) Tweak ammo damage values to something more appropriate -- this primarily concerns AP ammo.
II) Tweak combat to be more tactical than it currently is -- for example, knifing some poor isolated soul to death in the corner of the NCR shouldn't trigger every single cop to beat down on you -- at least initially. Rather, the cops should gradually be alerted as cops closer the crime scene raises the alarm and spreads the bad news. And what would happen if you somehow managed to get no witnesses? Then there shouldn't be any alarm raised!
Part II is purely scriptwork -- I have a pretty clear idea what to do, but it'll be intensive, since almost every critter script will need updating (or re-compiling at the very least, if I manage to get everything done in a header file), and I've been too busy (read: lazy) to do that. I'll around to it someday (and post something new once it's done.)
Part I was the bit that stymied me on a technical level, but I've now also managed to overcome that. What I need now is some input and comments on tweaking the final formula.
The New Damage Formula
One of the things that makes my mod different from the ones out there is how I calculate damage. Perhaps the most fundamental change is that instead of a DR modifier on the ammo, it is now a DT modifier. Therefore, the DR that you get is now solely from the armor. As for DT, generally speaking JHP ammo will not have any impact, but AP ammo will reduce it by 4 to 8, and FMJ ammo will reduce it by 2 to 4. Based on this, I've tweaked the original damage formula to two possible variations:
Formula 1
Code:
Damage = (1 - armor_DR) * ((raw_damage * (dmg_mult / dmg_div)) - (armor_DT - ammo_DT))
Formula 2
Code:
Damage = (1 - armor_DR) * ((raw_damage - (armor_DT - ammo_DT)) * (dmg_mult / dmg_div))
Original Formula (for reference)
Code:
Damage = (1 - (armor_DR + ammo_DR)) * ((raw_damage * (dmg_mult / dmg_div)) - armor_DT)
The above formulas assume that no critical hits was inflicted, and that the game is set to normal combat difficulty. The formula is adjusted in the same way as the original formula if either of these conditions isn't true.
As for the effects, generally speaking, overall damage is increased slightly, and JHP ammo still has a very slightly higher average damage. However, AP ammo is very close in average damage, and has a lower standard deviation, enough so that the probability is with AP ammo doing more damage with tougher armor types.
Please see the link below for the full details:
Edit: The spreadsheet is now obsolete. Please refer to this post for up-to-date information.
Some questions to ponder:
1. Which formula do you prefer? Or any suggestions for a better formula?
2. I've managed to change DR mod to DT mod. The engine will now treat what was the DR mod as a negative modifier to the armor DT instead. Is this a good move? Should I include both DR_ammo and DR_ammo modifiers (if possible)?
3. Should I limit (armor_DT - ammo_DT) to zero, or should I allow it to drop into negative values (i.e. raw_damage is increased?)
4. Currently, DR is applied to the raw damage before the damage multiplier. What do you think of reversing that? (i.e. Applying DR to raw damage, then multiplying the result by the damage multiplier -- only really impacts Formula 1).
Any questions, comments, and suggestions are welcomed.
Cheers,
-- The Haen.
Edit: Fixed typo in Original Formula