;/////////////////////////////////////////////////////////////// ;// New CTH System and Shooting Mechanism ;// ;// These settings control the various parts of the new CTH and Shooting systems. // Most of these settings are used as multipliers for the various factors that // control CTH calculation and shooting accuracy. // // By raising or lowering a setting, you can influence the importance of a factor, // for example how Marksmanship affects the total Base CTH you can have, or how // bad it is to have wounds when trying to fire a gun. // // Other settings control the system more abstractly. For instance, you can control // how hard it is to shoot moving targets, or the maximum possible deviation // (inaccuracy) generated by guns. // // Each setting is accompanied by an explanation if possible. Make sure you know // what the setting does, and how high or low you can set the value, before // making any changes. // Also please note that some values are FLOATS, meaning they need a decimal // point behind them, even if that decimal point is followed by a 0. Other // values are INTEGERS, and do not accept a decimal point at all. ///////////////////////////////////////////////////////////////////////////////// [General] // These settings control the shooting mechanism as a whole. In other words, // changing these settings will affect every shooter under any conditions. // You can use these settings to make shooting more or less accurate as you // see fit. // This setting represents the longest distance at which Iron Sights are 100% effective. // Beyond this range, shooting accuracy begins to drop, and a scope will be required // to avoid that drop. // ALL SCOPE RANGES ARE DETERMINED BY THIS VALUE. For instance, a 2x scope will // negate penalties for shooting at twice this distance. A 10x scope will // negate penalties for shooting at ten times this distance. // By decreasing this value, you can make all shots more accurate, and naturally // make scopes more powerful. // // This value is an INTEGER, with a range of 10 to 1000. The distance is // measured in METERS, not tiles, so 100 means 10 tiles. NORMAL_SHOOTING_DISTANCE = 70 // This is the maximum angle, to either side of the shooter, that a bullet may fly. // The CTH system works by shooting bullets randomly inside this angle. Increasing // your aim will make the angle smaller, thus making rounds more likely to hit the // target. // // This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will // be 100% on target, regardless of aiming. // Decreasing this value causes all shots to be more accurate. DEGREES_MAXIMUM_APERTURE = 11 // The Gravity Coefficient determines how powerful gravity is once it kicks into // action - this happens when the bullet reaches the "maximum range" of the gun // that fired it. // The higher this coefficient, the faster will bullets change their trajectory // towards the ground, hitting it sooner. // Conversely, by decreasing this value you can let bullets fly further beyond // the max range of the gun. That will effectivelly let guns hit targets further // beyond their max range, though it is not a reliable way to hit any target. GRAVITY_COEFFICIENT = 2.0 VERTICAL_BIAS = 0.5 // The Scope Range Multiplier is applied against a scopes magnification to determine // the scopes minimum effective range. Sniper and Hunter training has a slight effect // on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set // this multiplier, the less effective scopes become. SCOPE_RANGE_MULTIPLIER = 0.7 [Base CTH] // Base CTH is an amount of CTH given freely to the shooter for any shot he makes. // The basic value is determined by skills, and later the modifiers reduce or // increase it appropriately. Characters with low skills, or with bad factors // affecting their performance, will receive bad base CTH. // The maximum amount of Base CTH you can have is 33 points. This is only // achievable by super-mercs in excellent conditions. // These settings determine the importance of each character skill in calculating // your Base CTH. By default, Experience is 3 times more important than the other // skills. Base CTH, before modifiers, is equal to the sum of the player's skills, // each multiplied by the appropriate value from these, and then divided by the // sum of all these four values. // // These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0 // will render the appropriate skill irrelevant for calculating base CTH. DO NOT // set all four values to 0, unless you want to see lots of crashes. BASE_EXP = 3.0 BASE_MARKS = 1.0 BASE_WIS = 1.0 BASE_DEX = 1.0 // These settings control the effect that various factors have on the shooter's // Base CTH. By increasing a value, you can increase that factor's importance // on raising or lowering Base CTH. // // These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention // to the positive/negative and read the explanations carefully. Some factors are // better when HIGHER, others better when LOWER. // // After calculating Base CTH from skills (see above), the factors governing it // (below) are all pooled together into one penalty value. That penalty value is // then used as a percentage to increase or decrease your Base CTH. In other words, // if all factors amount to -50.0, you'll lose half your Base CTH. If they amount // to 20.0, you'll gain 20% extra base CTH. // This is a modifier given per each morale point below 50. BASE_LOW_MORALE = -1.0 // This modifier is given per each morale point above 50. BASE_HIGH_MORALE = 2.0 // This modifier is given to any character with the "PSYCHO" trait. BASE_PSYCHO = -3.0 // This is the modifier given when shooting one "cube" upwards. A cube is // 1/3 of a tile high. This takes into account both stance and level. For // example, a standing merc shooting at the legs of a target on the roof // gets 1*this modifier. A prone merc on ground level shooting at the // head of a target on ground level gets 2*this modifier. // // The shooting upwards modifier is then divided by the range to the target // (in tiles). In other words, at a range of 2 tiles the modifier is // HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera. // This means that the further the target is, the less relevant the upwards // angle is. BASE_SHOOTING_UPWARDS = -15.0 // This is the MAXIMUM modifier given to a shooter when injured. To get this // much, the shooter must be dead (0% health...). It's linear, // so at 50% health the shooter gets exactly half the penalty. // Note that "Bandaged" damage counts as half as much as bleeding damage. // Therefore, 50% bandaged damage is as bad as only25% bleeding damage. BASE_INJURY = -30.0 // These are the modifiers given for different levels of drunkness. Naturally, // the more drunk you are, the more your CTH suffers. BASE_DRUNK_TIPSY = -5.0 BASE_DRUNK = -20.0 BASE_DRUNK_WASTED = -50.0 BASE_DRUNK_HUNGOVER = -10.0 // This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath). // It's linear, so at 50% breath you get half the modifier. BASE_FATIGUE = -15.0 // This modifier is applied when shooting at the same target again. If the target // has moved between shots, or the shooter does anything but shoot at the target, // the modifier is lost. BASE_SAME_TARGET = 5.0 // This is the modifier given when the shooter is in a cloud of gas and does // not have a gas mask on. BASE_GASSED = -15.0 // This modifier is applied when the shooter is being bandaged by someone else. BASE_BEING_BANDAGED = -5.0 // This is the MAXIMUM modifier given when the target reaches the maximum number // of Suppression Shock points, which by default would be 30. It's linear, so at // 15 shock points you get half the penalty. // Note that characters with high experience stop accumulating shock much earlier, // and so are much less subject to this modifier than other characters. BASE_SHOCK = -150.0 // This modifier is applied if the target has exceptional agility or experience // level. BASE_AGILE_TARGET = -5.0 // This modifier is applied if the shooter can't see the target. This happens // when shooting at a target spotted by someone else. BASE_TARGET_INVISIBLE = -100.0 // These modifiers work very differently from the others. The are related to a // concept called Gun Handling, which is still being adjusted. Basically, // Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more // cumbersome guns like sniper rifles or machine guns get a high Gun Handling // value, and thus decrease Base CTH proportionally. Pistols, on the other hand, // have very low Gun Handling values. // // BASE_DRAW_COST is applied per each Gun Handling point. // // The other values act as multipliers applied directly to the Gun Handling // value. For example, by default a pistol fired with one hand (other hand // full or holding another pistol) gets its Gun Handling value doubled. // // Please note that all of these except BASE_DRAW_COST should be POSITIVE. // The higher they are, the greater their effect. BASE_DRAW_COST = -2.0 BASE_TWO_GUNS = 3.5 BASE_ONE_HANDED = 2.0 BASE_CROUCHING_STANCE = 2.0 BASE_PRONE_STANCE = 3.0 BASE_HEAVY_WEAPON = 2.0 // These modifiers are applied based on game difficulty, and only affect // the base CTH of ENEMY COMBATANTS. BASE_DIFFICULTY_NOVICE = -30.0 BASE_DIFFICULTY_EXPERIENCED = 0.0 BASE_DIFFICULTY_EXPERT = 20.0 BASE_DIFFICULTY_INSANE = 50.0 [Aiming CTH] // Aiming CTH is the amount of CTH you get for adding extra aiming to your // shot, by paying extra APs. // // First, the game calculates the maximum CTH our shooter can have, using // the shooter's skills as a guide. This is called the CTH cap, and the shooter // can NEVER have more CTH than this cap, ever. // // The program then subtracts the Base CTH value from the CTH Cap, coming up // with a number called the Maximum Aiming Bonus. At peak condition, and with // the maximum number of aiming levels applied, the shooter will reach his // CTH Cap, meaning he will be as accurate as he can be. // // Note that for each AP you spend on aiming, you only get PART of the Maximum // Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the // second AP, 6/36 for the third, and so forth. The last AP gives only 1/36 // of the total bonus, but that little bit can sometimes be crucial. // These values control AIM_EXP = 1.0 AIM_MARKS = 3.0 AIM_WIS = 1.0 AIM_DEX = 2.0 // This value is multiplied against 1/2 the scopes mag factor to determine the // actual penalty applied. Setting it too low will make it impossible to use // scopes within effective range AIM_TOO_CLOSE_SCOPE = -4.0 AIM_GUN_CONDITION = -2.0 AIM_LOW_MORALE = -2.0 AIM_HIGH_MORALE = 1.0 AIM_PSYCHO = -5.0 AIM_VISIBILITY = -1.0 AIM_SHOOTING_UPWARDS = -20.0 AIM_INJURY = -60.0 AIM_DRUNK_TIPSY = -10.0 AIM_DRUNK = -40.0 AIM_DRUNK_WASTED = -90.0 AIM_DRUNK_HUNGOVER = -15.0 AIM_FATIGUE = -40.0 AIM_GASSED = -80.0 AIM_BEING_BANDAGED = -20.0 AIM_SHOCK = -150.0 AIM_TARGET_INVISIBLE = -50.0 AIM_SNIPER_SKILL = 25.0 AIM_DRAW_COST = -1.5 AIM_STANDING_STANCE = 2.5 AIM_CROUCHING_STANCE = 1.5 AIM_PRONE_STANCE = 1.0 AIM_TWO_GUNS = 4.0 AIM_ONE_HANDED = 2.5 AIM_HEAVY_WEAPON = 2.0 AIM_DIFFICULTY_NOVICE = -30.0 AIM_DIFFICULTY_EXPERIENCED = 0.0 AIM_DIFFICULTY_EXPERT = 20.0 AIM_DIFFICULTY_INSANE = 50.0 [Shooting Mechanism] MOVEMENT_MRK = 3.0 MOVEMENT_WIS = 2.0 MOVEMENT_DEX = 1.0 MOVEMENT_EXP_LEVEL = 2.0 MOVEMENT_TRACKING_DIFFICULTY = 40 MOVEMENT_PENALTY_PER_TILE = 1.0 RECOIL_MAX_COUNTER_STR = 3.0 RECOIL_MAX_COUNTER_AGI = 1.0 RECOIL_MAX_COUNTER_EXP_LEVEL = 1.0 RECOIL_MAX_COUNTER_FORCE = 10.0 RECOIL_COUNTER_ACCURACY_DEX = 3.0 RECOIL_COUNTER_ACCURACY_WIS = 1.0 RECOIL_COUNTER_ACCURACY_AGI = 1.0 RECOIL_COUNTER_ACCURACY_EXP_LEVEL = 4.0 RECOIL_COUNTER_AUTO_WEAPONS_DIVISOR = 4.0 RECOIL_COUNTER_ACCURACY_TRACER_BONUS = 10.0 RECOIL_COUNTER_FREQUENCY_AGI = 3.0 RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = 2.0 RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.0 MAX_BULLET_DEV = 5.0