HOW TO GIVE CHARACTERS EQUAL HITTING POWER

Started by whatshisname, November 27, 2009, 10:03:46 PM

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whatshisname

 :ff:

Ok lets say you have the same characters fighting in the danger room. why is it the first character will hit the other one with the same force/strength yet will send him flying. yet the other character will only knock him back a small distance? both characters are equal.

so hulk vs hulk. same thing, the game ai will be knock back far, but not when he hits back, how can I make it so both have the same striking and knock back ability in game?

both 340lbs same strenght etc.

stumpy

#1
As with most games, the attacks the characters use don't do the exact amount of damage (either in straight up health points, the amount of knockback or the chance/duration of stun). There is a nominal damage and a random factor.

In the Rumble Room, there is another issue that may come into play: your game play difficulty settings. The more difficult the game, the more damage the enemies (character brought into the RR on the Enemies list instead of on the Squad list) will do, and I think KB scales with that as well. The mid range is near the Normal setting, though (unfortunately IMO), things aren't exactly even there. So, if you are playing two characters with an even KB power but the game is on Very Hard, then the character from the enemies list will do more damage with that power than the character on the squad list. Similarly, if the game were on Very Easy, the squad character would do more damage with the same power than the character on the enemies list. Set the difficult to normal and you get something close to even damage scaling for both squad and enemies list characters.

Damage isn't the only thing affected by difficulty settings. Things like energy regeneration are affected as well. I don't recall if there is a way to brings things to complete parity between the squad and the enemies list. For some reason, the game wasn't built with a setting that scales them equally. It's been a while, but I recall doing some testing that showed that the parity difficulty setting would be about 2.4 (where 1=Very Easy, 2=Easy, 3=Normal, 4=Hard, 5=Very Hard, 6=Impossible). In FFvT3R watch modes, you can have both characters come in on the enemies list (separated by the --------- character so they fight each other) and that way their powers would use the same scaling, but I don't recall if that is available in FF.

Also keep in mind that there are some powers (like Rally) and some attributes that increase a character's attack bonus and that will change the KB their powers do as well. So, if you have built a Hulk character with an attribute that he gets stronger when he's hurt (or something similar), then he won't do the same damage as the same character when he's unhurt.
Courage is knowing it might hurt, and doing it anyway. Stupidity is the same. And that's why life is hard. - Jeremy Goldberg

Blitzgott

#2
Actually, there is a bug in the first Freedom Force game where computer-controlled characters are far more susceptible to knockback than player-controlled ones. If I'm not mistaken, for computer-controlled characters, only the character's natural weight, without taking into account the weight modifier of material types, is considered for the purposes of knockback. So, if you create the Thing, for example, and make him out of stone, if he is controlled by the player, he'll weight 440 pounds for the purpose of being knocked back. If he is being controlled by the computer, however, he'll be knocked back as if he weighted 170 lbs, which is the default weight for custom characters.

I think the only way to fix this problem is by not using material types at all.

stumpy

Good point. I had forgotten about that issue, even though I wrote the fix for it that comes included with FFX for FFvT3R, which had the same issue.  :doh:

BTW, presumably, the same fix (in missions/scripts/sk.py as I recall) would also work for the original FF. That would also fix the energy bug (enemies list characters mistakenly given energy stat of 10) in the Rumble Room with the same shot. Of course, you'd have to set up the datfiles and chardata modules manually, since FFX for FF didn't have them included...
Courage is knowing it might hurt, and doing it anyway. Stupidity is the same. And that's why life is hard. - Jeremy Goldberg

DoctorRuina

#4
I found a small solution for this problem. I select the characters in this way:

The problem with this system is that in difficult normal the two rivals have few hit points and in very hard difficult the two rivals strike very hard. But are in equality of conditions.

whatshisname

Quote from: Blitzgott on November 29, 2009, 12:19:30 AM
Actually, there is a bug in the first Freedom Force game where computer-controlled characters are far more susceptible to knockback than player-controlled ones. If I'm not mistaken, for computer-controlled characters, only the character's natural weight, without taking into account the weight modifier of material types, is considered for the purposes of knockback. So, if you create the Thing, for example, and make him out of stone, if he is controlled by the player, he'll weight 440 pounds for the purpose of being knocked back. If he is being controlled by the computer, however, he'll be knocked back as if he weighted 170 lbs, which is the default weight for custom characters.

I think the only way to fix this problem is by not using material types at all.


:ff:

PERFECT! so what options do I have to make sure that both player and computer ai's have the same knock back power?