View Single Post
Old 06-29-2022, 01:57 PM   #2
KarlKost
 
Join Date: Mar 2017
Location: Brazil
Default Re: Turn of Combat Reformulated - Velocity

Ok, so we got the costs, but how exactly would that work in combat?

Well, the first obvious answer is that Velocity will determine Active Defenses. Each point above/bellow the human average will grant +/- 1 to ALL active defenses, while imposing a penalty of +/- 1 to the active defenses of the adversary - therefore, it's the same as imposing a penalty equivalent to the difference of Velocity between the two, since the adversary will also be gaining/losing bonuses to his own active defenses.

Example:
V 12 vs V 11
V 12: active defenses +2, adversary active defenses -2
V 11: active defenses +1, adversary active defenses -1
V 12: if Dodge 8, final Dodge = 8 +2 -1 = 9
V 10: if Dodge 8, final Dodge = 8 +1 -2 = 7

This is realistic, giving faster fighters better reflexes and making them harder to predict.

Does that mean that it's basically impossible to defend or hit a super speedster with V1000?

YES! Absolutely!

A Speedster with V1000 acts once every 0.01 seconds! This mean that such a super takes 100 regular actions in a single second! You SHOULDNT be able to even see his movements, let alone be able to react to those!

Now comes the harder part, because the purpose of all that math is to allow a compreensive set of actions; for example, if a nornal human (V10) is (trying to) fight a Speedster with V1000, the Speedster should hit 50 times, the normal human would finish his one action, and then the Speedster would launch another 50 attacks and only then would a new turn begin, in that exact sequence.

Now, in order to simulate that, here's what we are gonna do:

Take the Reaction Time (RT) of each person involved in the action. Reaction Time is always 1/V.
Example
  • Fighter A - V11 = RT 1/11
  • Fighter B - V12 = RT 1/12
  • Fighter C - V13 = RT 1/13
  • Fighter D - V14 = RT 1/14
  • Fighter E - V15 = RT 1/15

Now we find the Least Common Multiple (LCM) in order to place all of those under the same divisor:
LCM 11, 12, 13, 14, 15 = 60.060

And now we apply that to all the fractions:
  • Fighter A = 5.460/60.060
  • Fighter B = 5.005/60.060
  • Fighter C = 4.620/60.060
  • Fighter D = 4.290/60.060
  • Fighter E = 4.004/60.060

We can just simply eliminate the divisors for all now:
  • Fighter A = 5.460
  • Fighter B = 5.005
  • Fighter C = 4.620
  • Fighter D = 4.290
  • Fighter E = 4.004

This gives the amount of "ticks" that each of this fighters take to complete a single, regular action; therefore, the faster the fighter, in less ticks he completes his actions, therefore the lower this number, the better

To know what amount of "ticks" correspond to 1 second, use the "control" parameter of an average human of V10, in this case:

V10 = 1/10 = 6.006/60.060 = 6.006 ticks/second.

Now comes the action sequence; "Fighter E" goes first with 4.004 ticks, followed by "Fighter D" with 4.290 and so forth.

Now gets the sequence of actions. For a quick table between "Fighter E" and "Fighter A to compare how would that play out, and the table of 1 second "turns":

Fighter E
  1. 4.004
  2. 8.008
  3. 12.012
  4. 16.016
  5. 20.020
  6. 24.024
  7. 28.028
  8. 32.032
  9. 36.036
  10. 40.040
  11. 44.044
  12. 48.048

Fighter A
  1. 5.460
  2. 10.920
  3. 16.380
  4. 21.840
  5. 27.300
  6. 32.760
  7. 38.220
  8. 43.680

Ticks per Second
  1. 6.006
  2. 12.012
  3. 18.018
  4. 24.024
  5. 30.030
  6. 36.036
  7. 42.042
  8. 48.048

Now, we those tables it gets easy to determine the order of actions of each fighter:

Fe(4.004), Fa(5.460), 1s(6.006)

Fe(8.008), Fa(10.920), Fe (12.012), 2s(12.012)

Fe(16.016), Fa(16.380), 3s(18.018)

Fe(20.020), Fa(21.840), Fe(24.024), 4s(24.024)

Fa(27.300), Fe(28.028), 5s(30.030)

Fe(32.032), Fa(32.760), Fe(36.036), 6s(36.036)

Fa(38.220), Fe(40.040), 7s(42.042)

Fa(43.680), Fe(44.044), Fe(48.048), 8s(48.048)

So, to make a clean table, the order of actions would be as follow:

Actions per Second
  1. s - E / A
  2. s - E / A / E
  3. s - E / A
  4. s - E / A / E
  5. s - A / E
  6. s - E / A / E
  7. s - A / E
  8. s - A / E / E

Meaning that in this small interval of 8 seconds, Fighter E will have acted a total of 12 times, while fighter A will only have acted 8 times.



Now, obviously all this math is impractical to be done with paper and pen in the middle of play, hence my problem. A friend of mine said he's willing to make an app for that, so the idea is that you just place each person's Velocity and the app gives you the final actions per second table, but I dont know if he'll do it. This can also be done on Excel I suppose. Im trying to learn how to make an app, but I dont know if I can do it.
Anybody would be willing to land a hand? It's for a good cause...

Last edited by KarlKost; 06-29-2022 at 04:35 PM.
KarlKost is offline   Reply With Quote