1 (edited by Ember 2011-04-19 01:00:29)

Topic: Detection/Masking Formula

Nothing broken but I think it would be easier for people to understand if you rearranged the terms a little bit.  It currently just feels weird every time I look at it.

Help file currently describes effective detection range as:
(1000 / You Enemy's Masking Value) * Your Detection Value

Would probably look better if you isolate the constant and rewrite as:
( Your Detection Value / Your Enemy's Masking Value ) * 1000

Silly little things I know, just thought I'd throw it out there.

"You're living in a parallel universe." ~Syndic

Re: Detection/Masking Formula

Heheh

(A/B)*C = (C/B)*A if A,B,C are >0, and real.

Re: Detection/Masking Formula

Ember sounds like he knows what he's talking about. Agreed.

"...playing a game is the voluntary attempt to overcome unnecessary obstacles."
Bernard Suits, 1978

Re: Detection/Masking Formula

I need more fuel for argue... err discussions. this math is too concrete. Toss in an imaginary number or two and a few partial differentials. smile

Agreed though, it is odd to have the constant inside paraenthisis *spell check browkenz*.

Re: Detection/Masking Formula

i would add a "m" behind that 1000 wink

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Detection/Masking Formula

They should totally add a random variable. Just like everything else in this game that's doesn't make any sense.

I AM NOT A GM™