Suggestion General StrikeMagnitudeCalculationModel.CalculateStrikeMagnitudeForMissile

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Currently the speed of a missile is squared to compute its magnitude. This behavior is not something we want in cRPG.

Since StrikeMagnitudeCalculationModel has a CalculateStrikeMagnitudeForSwing and a CalculateStrikeMagnitudeForThrust but nothing to compute the magnitude of a missile so we're stuck with the default magnitude. Please consider adding a StrikeMagnitudeCalculationModel.CalculateStrikeMagnitudeForMissile with the default implementation doing the square of the speed but letting the modder override that.
 
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