The Xenoforce Reborn mod takes the classic Xenoforce mod from CNC Generals and re-invisions it on the CNC3 engine with new units and new designs. The new armies that are currently scheduled to be in the mod are the Earth Federation, ZEON, the Invid, and the Earth Robotech Defense Force. We also have heavily modified the original CNC3 armies, giving the GDI, NOD, and Scrin a much more dynamic gameplay experience. This mod is NOT FOR PROFIT and NON-commercial based.

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Weapon Chance To Miss Discussion (Games : C&C3: Tiberium Wars : Mods : Xenoforce Reborn : Forum : Xenoforce General Descussion : Weapon Chance To Miss Discussion) Locked
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Apr 25 2011 Anchor

azuza001 wrote:

So there are 2 opposing thoughts on an important issue on the table right now. We're working on implementing a "chance to hit" type of system into the game so that each unit doesn't always hit it's target with every shot. There are 2 different ways to try to show this in the game at the moment. Option one is to have units actually have a "scatter radius" on their weapons so that they actually miss. This means sometimes a unit could hit a different target than its intended one. The disadvantage to this is when a unit fires say a rocket based weapon at an air unit the missile just "disappears" if it miss's. A unit with good accuracy has a small radius (or none depending on the weapon and how good they are)with the radius getting larger the worse the unit is.Option 2 is to add a Pre-attack delay based on the units ability to hit. So a unit with great accuracy would have a very short (or no) pre-attack delay before firing where an unit with poor accuracy would have a slight delay, the delay of course getting larger the worse the accuracy is. This would be to show a unit is "lining up" its shot before firing. So I was just wondering what you guys thought. Opinions welcomed. :)

@Option 1: As said on the comments page, I am not sure if this is a good idea. This may be ok for the Gundam faction's Mobile Suits as an upgrade. It would give them a fighting chance against the original factions.

@Option 2: That method is a bit confusing and is hard to picture in this game engine.

Apr 26 2011 Anchor

i am going to try option one and see how it works. not every weapon will have the ability to miss. tanks using cannons can, so can dumb rockets. machine guns, tow rockets, rail and laser tech, these ones will always hit unless its a special situation.

Yes, balancing will be key. I'm in the process of figuring it out now. For example, with the Preditor tank set to a radius of say 10 it still almost always hits titan and mammoth tanks simply because they are larger and it doesn't matter as much. However, vrs something small like a not bike or pitbull the preditor miss's about 25 to 35% of the time, not that much but enough where it's noticable. I think it's a good thing as it gives these smaller, faster units a way to escape.

Apr 26 2011 Anchor

Interesting... How will veteracy affect it?

Apr 26 2011 Anchor

i am thinking many units accuracy will get better as they gain exp levels.

Apr 27 2011 Anchor

So a star rank would have 90-100% accuracy I assume?

I am gonna hate having innaccurate machine guns when Nod spams Fanatics...

Apr 27 2011 Anchor

Yes, a star rank would have almost perfect accuracy. As for machine guns, some weapons are going to be left the way they are when it comes to accuracy meaning if you use these weapons they always hit. Machine guns are in this category because unlike most weapons which has a projectile nugget that displays the "shell" or "beam' machine guns us a tracer effect that is connected to the acutal shooting unit itself. What this all means is when I tried machine guns with inacurate firring what happened is the bullets all looked like they were hitting and no damage was being done because they were actually missing. So anti-infantry machine guns will always hit.

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