Grid Sage Forums

Grid Sage Forums

  • November 21, 2024, 03:06:34 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

LINKS: Website | Steam | Wiki

Author Topic: Movement speed calculations.  (Read 3620 times)

Valguris

  • Cyborg
  • ***
  • Kyzrati Patron Bug Hunter Weekly Seed Participant Shared a Confirmed Stealth Win
  • Posts: 148
    • View Profile
Movement speed calculations.
« on: August 09, 2018, 01:08:40 PM »

I'd like someone to explain how exactly movement speed is calculated.

I've seen 5 overloaded flight units with base speed 35 move at the final speed of 5, but my own calculations yield 8, so apparently I don't know the actual formula.
Logged

Kyzrati

  • Administrator
  • True Cogmind
  • *****
  • Posts: 4477
    • View Profile
    • Cogmind
Re: Movement speed calculations.
« Reply #1 on: August 09, 2018, 05:34:11 PM »

I found some reference material :P

Logged
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Valguris

  • Cyborg
  • ***
  • Kyzrati Patron Bug Hunter Weekly Seed Participant Shared a Confirmed Stealth Win
  • Posts: 148
    • View Profile
Re: Movement speed calculations.
« Reply #2 on: August 10, 2018, 05:16:19 AM »

Awesome!

I assumed that the cap is reduced by 1 for each overloaded part, but its actually the movement cost that is reduced. More precisely, if the move cost is 10 or lower, it is set to 10 and then lowered by 1 for each overloaded part. Now my math checks out. :)

Except that apparently overloaded hover is capped at 5 speed instead of 10. I guess nobody tried 11+ overloaded hovers (yet). :D

An interesting effect is that 5 Cld. VTOL Modules with 4 of them overloaded yields 11 speed, while overloading the 5th one more than doubles the speed, reducing the move cost to 5.
« Last Edit: August 10, 2018, 05:17:51 AM by Valguris »
Logged

Kyzrati

  • Administrator
  • True Cogmind
  • *****
  • Posts: 4477
    • View Profile
    • Cogmind
Re: Movement speed calculations.
« Reply #3 on: August 10, 2018, 05:48:55 AM »

Yeah at the really fast speeds even seemingly little changes can have a large effect. Glad it checks out for you :)

And overloaded hover is certainly capped at 5, which is just the max speed limit for any propulsion, though yeah good luck making that pointless build from a base pre-overloaded speed limit of 20 :P
Logged
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon