Acceleration types and relativity

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Phytotron
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Acceleration types and relativity

Post by Phytotron »

Right, so there are all these new acceleration settings. Self, enemy, slingshot, tunnel (and rim, although that one's not relevant here). As far as I can tell, that finally covers all circumstances of how wall acceleration may be achieved.

We all know that even with these set at the default 1, these different circumstances have always elicited different degrees of acceleration, relative to basic cycle_accel. Grinding an enemy cycle gives more acceleration than against your own. Going between two walls gives even more, with differences between whether both of those walls are yours, one is, or neither are.

My question is, what are the factors here? Or, to put it another way, with CYCLE_ACCEL_SELF 1, what should each of the other accel settings be in order to make all acceleration equal, regardless of situation? Follow?

It's merely academic at this time, just curious to see how it would play.
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Z-Man
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Re: Acceleration types and relativity

Post by Z-Man »

One. They all should be one to make things equal. Grinding your own wall doesn't give you any different acceleration than grinding an enemy wall. Obviously, going through a tunnel between two walls gives you twice the acceleration, and it sort of should be that way, after all, there's two walls. If tunneling and slingshotting shouldn't give you twice the acceleration, well, set the two corresponding settings to 0.5.

(Difference there: tunnel is between two walls from other cycles, slingshot has at least one of your own walls. Usually the case if players do that.... back and forth thing.)
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2020
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Re: Acceleration types and relativity

Post by 2020 »

actually
i keep thinking of one additional alternative to the standard acceleration to proximity to a jetwall:
it is transparent

that is
if you are position 1 during standard fortress launch
and the other members all grind like normal
one's acceleration is not just based on position 2 and 3's proximity
but by 4 and 5's and 6 and 7's etc if they are also ahead...

a bank of walls could mean a great acceleration...

would change the dynamics slightly
but enough to make it a factor for good teamwork to exploit...
hold the line
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Re: Acceleration types and relativity

Post by epsy »

that's pretty much what already happens in double grinds, except I'm not sure if #6 & #7's trails matter when they're behind #4 & #5
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Re: Acceleration types and relativity

Post by 2020 »

um
i thought with the current configuration
pos1 can only accelerate on proximity to pos2 and pos3 regardless of pos4 and pos5
whereas
if the algorithm took into consideration pos4 and pos5
the acceleration will be higher...
surely?
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Re: Acceleration types and relativity

Post by epsy »

Oh nevermind me then, I thought you meant #2 and #3's acceleration
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Re: Acceleration types and relativity

Post by Z-Man »

I think there's enough acceleration there already.
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Phytotron
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Re: Acceleration types and relativity

Post by Phytotron »

Hmm, I swear there's always been a little extra acceleration garnered from an enemy wall as opposed to your own. But I could be confusing myself. Perhaps I haven't always thought that.

Yeah, I'm glad you added the _accel_tunnel in the time since this discussion, to compliment _accel_slingshot (which would be kinda useless on its own, in my view). I have no idea if and how well equaling it all out might actually perform, but it's there to try. (It might be good for an incam server where you want people to have that experience of driving through tunnels without it getting too crazy. And analysis of the movie scene...well, I won't go there.)
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