Damage Calculation (always visible)

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Mordocai
Code Contributor
Posts: 39
Joined: August 25th, 2008, 9:15 pm
Location: Springfield, MO. USA

Re: Damage Calculation (always visible)

Post by Mordocai »

azaethral wrote:I can think of one incarnation of this idea which would be very useful, but which wouldn't clutter the UI much at all. It involves calculating just one number each for the attacker and defender: the chance to kill. Knowing your chance to score a kill and chance to get killed would come in handy, especially in those times when you're trying to decide whether to risk a suicide attack to try and take out a wounded unit.

For this idea, it wouldn't be necessary to pop up a whole window, just a simple tooltip on mouseover would be enough. Or maybe an additional line for each of the attack types in the attack window.

I'm not sure if the damage calculations are done this way now, but the kill calculation should take into account the fact that a critically wounded unit is less likely to score a kill against a counterattacking foe than a healthy version of the same unit.
Also decided to post something similar to this about halfway through reading the thread...
So I vote for this!
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Araja
Posts: 718
Joined: May 28th, 2009, 9:56 am
Location: Bath, England

Re: Damage Calculation (always visible)

Post by Araja »

I like the idea of it displaying your % chance to kill if you have one, simple and convenient, without alot of debate on some overcomplex idea.

"Overcomplex" in my book means it has 3 pages of people debating how or what would be done :wink:
Zakalwe
Posts: 23
Joined: April 17th, 2009, 6:51 pm
Location: Sydney, Australia

Re: Damage Calculation (always visible)

Post by Zakalwe »

What about setting it up so when you press the 'damage calculations' button it will display the calcs for ALL the weapons one above the other?

In order for it to be easier to read you could make it so that whichever weapon the user had highlighted at the time of selection would also have a highlighted damagecalc display.

the layout would be just to use the existing damage calc window (with labelling modifications for each weapon) and stack them on top of each other
==
==
or
==
==
==
for two or three weapons.

I don't know of any criter that has 4 attack options but I suppose you could array them two by two like this:
== ==
== ==

Alternatively you could have a 'damage calculations' button (displays 1 calc.) and a button with a name like 'all calculations' (displays all calcs.)
This would mean a minimal change to the current layout (you'd barely notice the difference) and people who only want 1 calculation can still get it, however now you also have the choice to compare the different windows as well by pressing a different button. I think this solution gives extra functionality [which is a good thing] whilst not violating KISS.
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Enchanteur
Posts: 72
Joined: September 28th, 2009, 11:05 am

Re: Damage Calculation (always visible)

Post by Enchanteur »

I'm agree, damage calculation should be directly apparent in the attack popup.
In this case, a graphic or a histogram could be nice.
For more information (ratios, operations, x0.7, etc..), it 's possible to keep the old message in another popup.

Actualy the damage calculation is very bored to use because it's impossible to compare the attacks in a same view.
French Player. For now, I'm working on creation of abilitys and units with WML. My goal is to make an enhanced version of Elves, playable with standard campains. HERE : http://forums.wesnoth.org/viewtopic.php ... 58&start=0
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