Process shields Regeneration rate or lack there of (due to offline)
Process request to Repair armors
Process Fire request and if success damage to enemy
If Enemy is still alive process incoming damage, else process rewarding experience and metal.
Remember, Incoming Damage deals damage to shields then armor then raw hitpoints.
Hitpoints are based on total number of guns, shields, armor, plus one for each thousand of experience.
Order: (Provided there is remaining fuel)
1. Process shields Regeneration rate or lack there of (due to offline)
2. Process request to Repair armors
3. Process Fire request and if success damage to enemy
4. If Enemy is still alive process incoming damage, else process rewarding experience and metal.
Remember, Incoming Damage deals damage to shields then armor then raw hitpoints.
Hitpoints are based on total number of guns, shields, armor, plus one for each thousand of experience.
So now what does a player verse player fight look like... hmm
Process shields
Process Fire request and not allow repair due to pvp. (50% chance for online player and say 55% chance for offline to hit)
If enemy is alive process incoming damage else reward.
So now what does a player verse player fight look like... hmm
1. Process shields
2. Process Fire request and not allow repair due to pvp. (50% chance for online player and say 55% chance for offline to hit)
3. If enemy is alive process incoming damage else reward.
We have it at a straight 50% experience and 50% metal to either or.
We also have a +1000 experience -500 experience "target area" to prevent new players from being attacked by experienced players.
DONE
If offline player dies transfer remaining metal to online player and vice versa. (perhaps a percent of experience too)
As of [f8093113f9] v0.4-dev
We have it at a straight 50% experience and 50% metal to either or.
We also have a +1000 experience -500 experience "target area" to prevent new players from being attacked by experienced players.
We need to revise Targeting menu where the player selects who to fight... right now it continues to "pester" the player till they either reach the end of the player list or select yes to a target.
TODO
We need to revise Targeting menu where the player selects who to fight... right now it continues to "pester" the player till they either reach the end of the player list or select yes to a target.
Order: (Provided there is remaining fuel)
Remember, Incoming Damage deals damage to shields then armor then raw hitpoints.
Hitpoints are based on total number of guns, shields, armor, plus one for each thousand of experience.
DONE
If the player's shields go offline right now we don't calculate a flag to process that... we need to adjust the database to include this.
So now what does a player verse player fight look like... hmm
DONE
If offline player dies transfer remaining metal to online player and vice versa. (perhaps a percent of experience too)
As of [
f8093113f9
] v0.4-devWe have it at a straight 50% experience and 50% metal to either or.
We also have a +1000 experience -500 experience "target area" to prevent new players from being attacked by experienced players.
TODO
We need to revise Targeting menu where the player selects who to fight... right now it continues to "pester" the player till they either reach the end of the player list or select yes to a target.