from paxx (Developer ? Member) on Thieves :
\"Realism is not an argument for anything, related to a game, realism is an argument for a simulation.
Now for engrossing 3D worlds and such, a level of realism is somewhat necessary, but using it as a ?reason? for anything is not even a decent argument?it is an extremely weak one.\"
This being said and agreed by everyone, we don\'t want fall damage because it is realistic, but because it is an excellent limitation to all kind of silly abuses. With falling damages devs would widely reduce the \"what if\" questions...
So get ready it\'s gonna be rather long...
How to rule jumping ?[/b]First I would like to say that how fast you are falling isn\'t really important. It would be much easier (and wouldn\'t remove much) if you fell at a fixed speed, whatever the height of the fall and the weight of the character.
Second, all the formulas and numbers used here are just illustrations, and will never be included in the game since they don\'t take care of skills limitations, a more perfect influence of your stats...
A/ Basic reference jump : 30 cm high, 1m long.
This jump is definite for a \"virtual\" character :
- character\'s weight = 0
- character\'s \"athletics skill\" = 0
- no backpack nor armour.
B/ Race influenceDepending on your race, a number multiplies the values of the basic reference jump :
elf : 1,5 (so the basic elf reference jump is 45 cm high and 150 cm long)
kran : 0,5 (so the basic kran reference jump is 15 cm high and 50 cm long)
diaboli : 1,05
enkidukai : 1,7
etc...
C/ Skills and stats influence.The system is similar to the influence of race. A formula would give a number between 1 (all stats=0 ; athletics = 0) and 10 (max stats)
For instance :
A = 1 + (Athletics + agility + will)/50
(with 1 < A < 10)
You would multiply the basic racial referencer jump stats by this number.
For example, an elf with 200 athletics, 70 agility and 30 will would jump 3,15m high and 10,50m long.
Let\'s call this number your personal naked reference jump.
D/ Weight influenceA formula of the same kind would give a number between 0 and 1
For instance
B = 1 ? weight/strength
You would multiply your personal naked reference jump by this number to know how far tou can jump when carrying your material
For instance, the elf described above, carrying 20 kilos with a strength of 40 would jump 1,57m high and 5,25m long.
By combining all those formulas you get the magic formula that can calculate how far you can jump, paying attention on your skills, your stats, your race, your weight.. And with the same system it is easy to add more parameters...
With such a system, the maximum jump (a naked edikundai with max athletics, agility and will) would jump 5,10 m high and 17m long...
uh that looks enormous... maybe changing numbers, or formulas, would make this better... but anyway you understood how one can easily take all those phenomenon in account, and rapidly make a good way to rule jumping...I\'ll post tomorrow about how to calculate damages more precisely, I\'m feeling a little tired this evening ^^