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Vyzion Eyri
The Southern Legion RISE of LEGION
725
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Posted - 2013.06.05 12:18:00 -
[1] - Quote
Hello, my friends.
I've been working on creating a whole bunch of descriptions and explanations for the game mechanics of DUST 514 here: http://wiki.dust514.info/index.php?title=Game_Mechanics
Now, obviously, it is a fairly daunting task, for several reasons.
1. How should I define a 'game mechanic'? 2. How should I apply this definition to DUST? 3. Are there any unique exceptions? 4. How should I explain a mechanic?
and the list goes on and on.
So this is where I need some help. Glance at the page if you wish, and help me develop it by discussing it below! Credits will go where they are due, make no mistake. And I see big things for that wiki... it may be wise to invest some interest in it now. |
hydraSlav's
Ostrakon Agency Gallente Federation
191
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Posted - 2013.06.05 15:41:00 -
[2] - Quote
Good work
I would add that Armor Plates reduce movement and turn rate
Maybe add a part about stacking penalties (it is a mechanic, no?)
Stacking Penalty is a feature of Dust (and EvE) where multiple modules effecting the same attribute have diminishing results. The module description will say whether the module has stacking penalty or not, but it's important to understand that the penalty is for the attribute itself, not the module. This means that it doesn't matter if you use 2 differently named modules, or even 2 modules from different category, the penalty will still apply if they both affect the same attribute.
Second module (and every module after that) will have its affect diminished by the rough percentage from the following table: Module | Effectiveness 1 | 100% (no reduction) 2 | 87% 3 | 57% 4 | 28% 5 | 11% The exact formula for stacking penalty of nth module is: e(-((n-1)^2/7.1289))
The "order" of modules is from highest bonus to lowest bonus, so you get the best benefit out of your best module. Modules' penalties are also subject to Stacking Penalty, however their "order" is independent from the bonus's order.
In general, only %-based modules receive stacking penalty. There is also a few exceptions where modules don't have stacking penalty applied to them: Precision Enhancers Profile Dampeners Range Amplifiers Codebreakers
So to put it all together, a 5% damage module and a 10% damage module will have stacking penalty applied in the following way: 1st module: 10% * 100% = 10% bonus 2nd module: 5% * 87% = 4.35% bonus
I guess i should also write about how compounding works at this point....
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billy kirkland
Bojo's School of the Trades
0
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Posted - 2013.06.06 03:16:00 -
[3] - Quote
Bump. very good idea and I hope more people add cuz I'm new and this would really help from always posting on here |
Vyzion Eyri
The Southern Legion RISE of LEGION
729
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Posted - 2013.06.06 08:27:00 -
[4] - Quote
Added armour plating movement penalties, as well as stacking penalties (link to a separate page).
Thanks for the input, guys. If anyone else has more ideas for mechanics, or would like to expand on what I already have, feel free to add anything here. |
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