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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #11  
Old April 13th, 2007, 01:17 AM
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Default Re: Slingmod

Regarding slings, they are nostrength for a reason: The power of the slingstone is not related to the actual physical strength of the slinger the same way the power of e.g. an axe blow is. The power is provided by the whirling motion and it requires more manual dexterity than strength to use the sling more effectively. A slingstone hurled by a man average strength will do more or less the same damage as a slingstone hurled by a very strong man simply because the mechanics of how the sling works and how fast you can whirl it before you run against the laws of physics render the strength difference fairly irrelevant.

That said, a Jotun would be able to sling a larger stone, which would cause greater damage at same range, all else being equal, so you get a bigger projectile impacting for the same speed, so when you figure Ek=1/2mv^2, a slingstone five times heavier will have 5 times the energy. It'll also have more momentum, so having a Jotun Sling with greater damage is justififed. Making slings strength dependent weapons is not, in my opinion anyway.
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  #12  
Old April 13th, 2007, 01:32 AM

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Default Re: Slingmod

I don't think that's strictly true. If you crank more power into the motion of the sling surely you're bound to release the stone at a higher velocity? I mean assuming the sling is strong enough to allow you to put in all that power without breaking it.

I think about it this way - a machine could sling much farther than a human being using the same technique, right? Well having enhanced core strength would make you more like the machine.
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  #13  
Old April 13th, 2007, 02:05 AM
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Default Re: Slingmod

Generally yes, but remember that we're dealing with the limitations of the human body (structure of the wrist, arm and shoulder), so that puts a certain cap on how fast you can spin it. The thing that would most increase the power would be the length of the sling, since it increases the radius of the circle and thus the radial velocity or whatever it is you call the velocity of the stone as it travels along the edge of the circle before being released. There is a practical limit to how long the sling can be before the slinger gets entangled in it.

A slinging machine would not have to deal with the limitations of human body structure unless specifically built to simulate them.

The way you can test this issue is taking a piece of string weighted at one end and start whirling it like a sling. There comes a point where no matter how hard you try to increase the speed of the whirl, the increase in the speed is negligible. Try it with strings of various length. The speed of the whirling stone around the circumference of the arc and its mass are what determine the power of the sling far more than the strength of the slinger. A heavier stone will do more damage than a light one at the same range, but a lighter stone will travel a longer distance.
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  #14  
Old April 13th, 2007, 02:18 AM

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Default Re: Slingmod

But you could argue that an artificial boost to strength, such as that from casting strength of giants, is allowing the slingers to overcome the limits of their 'natural' build. And the increase in strength gained through experience alters the damage done by their sling-fire because they are more accurate or have better technique.

Maybe the forumla isn't spot on, but the way it translates into the game works out. If the unit had high strength to begin with, he's using a bigger sling and projectile. If he had his strength boosted by a spell then he's being given abilities beyond what is 'natural' and is more like a slinging machine.

Regardless of this, as a gameplay thing I think I prefer it to vanilla slings, because it allows some nice combos with strength spells, etc and it differentiates slings from shortbows further.
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  #15  
Old April 13th, 2007, 10:14 AM

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Default Re: Slingmod

Lets just say that high strength=big stones and leave it there
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  #16  
Old April 13th, 2007, 02:13 PM
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Default Re: Slingmod

Edi makes a good point (and is right, as long as the sling and the stone aren't changed), and I know it's a bit of a stretch, and I know that slingers wouldn't really have too big stones collected for the off-chance that a wizard casts a spell on them, but it makes slings more interesting. That's enough for me.
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  #17  
Old April 13th, 2007, 04:02 PM
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Default Re: Slingmod

Sombre, I have one that's just about finished, including graphics-I haven't posted it yet because there's still a little polishing to do, and I have an actual life with work and things, also my wife and I are house-hunting, so that's where all my free time goes, lately. The rest still need more graphics, but they're mostly charted out as far as stats go.

As far as realism goes, why not? It's better to say that there's a good, solid reason that the Devs don't *want* Jotuns to have slings, as opposed to just denying them for balance reasons, and no other reason. It makes more sense that way, the world runs more smoothly-for me atleast.

Plus, it distances Jotuns a bit from just being big humans-big humans who could never function in any "real" world situation because their bodies wouldn't work on that scale. I realize that it's fantasy, but I like my fantasy with a little bit more depth and complexity than kindergarten make-believe. It doesn't have to be completely realistic, because otherwise it wouldn't be fantasy, but it should make sense and follow some kind of rules, if not the laws of our physical universe, or else it's just pretend.
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  #18  
Old April 13th, 2007, 05:39 PM
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Default Re: Slingmod

Quote:
Endoperez said:
Edi makes a good point (and is right, as long as the sling and the stone aren't changed), and I know it's a bit of a stretch, and I know that slingers wouldn't really have too big stones collected for the off-chance that a wizard casts a spell on them, but it makes slings more interesting. That's enough for me.
Not saying you shouldn't make the mod, it does make them more interesting, which is all good.

But I just had to jump in because people were getting the actual physics of it wrong, and that sort of thing makes my brain itch. And if it itches, it needs to be scratched.
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  #19  
Old April 14th, 2007, 01:05 AM

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Default Re: Slingmod

Quote:
HoneyBadger said:
Sombre, I have one that's just about finished, including graphics-I haven't posted it yet because there's still a little polishing to do, and I have an actual life with work and things, also my wife and I are house-hunting, so that's where all my free time goes, lately.
Are you suggesting that people who have already posted mods here don't have an actual life?
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  #20  
Old April 14th, 2007, 02:47 PM
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Default Re: Slingmod

Ofcourse I am! that's exactly what I'm doing-except I don't suggest, I demand! They were born and exist purely and simply to satisfy my personal entertainment urges.

Dance for me! dance for me, you beautiful bastards!

Mwahahahahahahaaa!
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