An old email I came accross

Jan 14, 2004 01:26 An old email I came accross
Date: Thu, 21 Feb 2002 23:14:42 -0600
Subject: WinBolo refueling rates for bases

Hey John, the 1.10 release is nearer the Bolo refueling rates, but one
important thing is incorrect: the base is protecting itself too soon. More
on this later, but first a review of known facts...

One silly thing I didn't realize, or forgot about, was that the base stock
monitor is a scale of 90 units comprised of 54 pixels. This caused me to be
confused in some recent tests when I was counting pixels and not actual
units (by firing bullets). Lesson here is don't look at the stupid monitor.

Bases replenish at a rate of one unit per player every 20 seconds.

1800 seconds divided by number of players yields the number of seconds for a
base to completely restock itself.

20 seconds divided by number of players yields an "average" refresh interval
for a base, IF you are restocking the base at a rate of one unit per
interval. I'm pretty sure the minimum time interval for which Bolo gives
units is 2.5 seconds. For 16 players, it would give 2 units every 2.5
seconds instead of 1 unit every 1.25 seconds.

A base has 90 armor units. Each tank bullet will reduce a base by 5 armor
units. It takes 18 shots to kill (X) a fully armored base. A base will
give a tank any armor is has available beyond the ten units it needs to
protect itself. A tank can fully recover it's armor (40 units) twice from a
base, exclusive of any replenishment (40+40+10 = 90).

An X'd base is a base that has zero armor units.

Two very important fact about X'd bases:

1. An X'd base will remain X'd until it has 10 armor units to protect
itself.

2. An X'd base can be run over (by an enemy) without firing bullets into it,
even though it may have more than zero but less than ten units. In this
case, you still can fire a bullet into the base to reduce the base's armor
by 5 units.

I hope this clarifies how a base should behave after it has been killed, and
especially after it changes ownership.

WinBolo 1.10 is returning bases to solid status after only a few seconds.

Results from my testing showed the refueling rate more on the order of 1
unit per player every 16 seconds. I swear somebody said you had already
made a minor revision. I downloaded 1.10 from winbolo.com at about 6:30pm
CST.

Thanks for your attention.
Caine
aka palp
aka sine
Jan 15, 2004 20:03
Zorfus wrote:
:?: why did you research that. i guess its alright to know but i could have lived without it you know.


becuase its relevant information. Winbolo doesn't do it correctly.

Min
Jan 15, 2004 23:05
Thanks for posting that email Min. It's pretty cool getting that specific information.
Jan 16, 2004 00:02
aye!
Jan 16, 2004 02:15
fi wrote:
Thanks for posting that email Min. It's pretty cool getting that specific information.


I've got all kinds of specific information relating to the physics of the game. Anything else you want to know? :P

Min
Jan 16, 2004 03:22
Min wrote:
fi wrote:
Thanks for posting that email Min. It's pretty cool getting that specific information.


I've got all kinds of specific information relating to the physics of the game. Anything else you want to know? :P

Min

yes, as a matter of fact. it is, "why is it that you can blow up pieces of tarmac in water but not others....why????
Jan 16, 2004 04:03
Q-mandabomb wrote:
yes, as a matter of fact. it is, "why is it that you can blow up pieces of tarmac in water but not others....why????


becuase thats the way stuart originally designed it? and technically it makes sense .... do you think shooting some shells into a swamp or grassy area would have more or less effect than hitting a peice of concrete with the same shell?.

Min
Jan 16, 2004 04:05
no no no....thats not what im asking.........i notcied that you can blow up stray tarmac in the water from certai angles but not others...oh nvm
Jan 16, 2004 13:38
Q-mandabomb wrote:
no no no....thats not what im asking.........i notcied that you can blow up stray tarmac in the water from certai angles but not others...oh nvm


From certain angles, tarmac is treated like a bridge, so you can shot it with only one shot. You have to be at an almost perpendicular angle to the tarmac for it to work, usual works on corner tarmac easiest.
Jan 17, 2004 04:36
In Mac Bolo you could destroy tarmac from all angles, just as long there was nothing supporting it. However, in winbolo, if you try to destroy a bridge coming in head-on, your shots won't work.