Game Development Reference
In-Depth Information
Whereas each of the two formulas gives us valid and important information
about the four weapons, we learn a lot more about the effectiveness of the weapons
when we combine the graphs. By simply multiplying the damage per second by the
percent chance of scoring a hit, we arrive at a new figure: expected damage per second.
We can then graph this combination of data in the same manner as either accuracy
or damage alone (Figure 14.6).
FIGURE 14.6 By multiplying the damage by the accuracy rate, we can
calculate the overall effectiveness of a weapon at different ranges.
Once again, analyzing the four curves provides us with some interesting infor-
mation. First, as we would expect, the high accuracy and high damage rates make the
shotgun the weapon of choice at close range. While the rocket launcher certainly
packs a punch close in, its accuracy rate causes it to be slightly unreliable. On the
other hand, because the accuracy and damage rates of the shotgun drop so quickly,
its effectiveness drops swiftly as well. That leaves the rocket launcher as a prime
weapon for mid-range strikes. However, because of the poor long-range accuracy
of the rockets, its formidable damage rate becomes less important as range increases.
Eventually, the machine gun's reliable accuracy and moderate damage-dealing
capability wins out. For longer-range strikes, it becomes the weapon of choice.
The pistol may not look impressive in the company of the other, more power-
ful weapons. However, we have to consider that we may not always have access to
(or ammo for) the other weapons. If we only had a shotgun and a pistol, for instance,
we would elect to use the pistol at ranges of over 50 feet. If we had a machine gun
(and no rocket launcher), we would elect to use it instead of the shotgun for ranges
of over 35 feet.
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