- #1
pizzae
- 2
- 0
Hi,
I don't have any background in physics at all (perhaps besides knowing about the relationship between speed, distance and time). Rather I am considering making some video game about jousting, and I'm considering whether a physics based approach would be good for the user experience.
Anyway, the context is that two knights are jousting. They both have armour and lances and shields. The main objective is to knock off your opponent from their horse. So you'll need enough power to do so. Gaining speed and driving your lance in them is what will knock them off their horse. Throwing a small pebble at their head won't do anything.
I got a little bit of help with this before, and I was told that these variables would come in handy for this situation: Power = velocity (distance/time) * force (mass*acceleration). I'm not entirely sure the difference between velocity and acceleration. And how weight would play part in this.
Without experience in physics, I am assuming that the faster a car crashes into a wall, the more damage it will sustain. A car moving slowly towards a wall at maybe 1km/h would only take minor scratches on the front, whereas a car speeding towards a wall at 100km/h would definitely crash and take more damage.
In that assumption, I am assuming that Knights who travel faster, will also take more "damage" or an impact (using that car example)?
And I'm also assuming that the faster one goes, the harder hitting they'll be. Getting hit by a car going 5km/h isn't as bad as getting run over by one going 100km/h. So I am assuming, in regards to "gameplay", that:
more speed = more damage dealt and more damage taken. Is that correct?
Given the following scenarios, what would happen to who? And who is more likely to take more damage/fall off their horse (relatively, and maybe with some proportions, e.g: Knight A takes about 30% more XXX)?
(We can assume that the speed they are traveling is 48km/h, if needed)
1. Knight A and Knight B are charging at each other, with the same speed and same equipment
2. Knight A and B have the same equipment, however, Knight A is more faster than Knight B (who takes more damage here and who is likely to fall off their horse?)
3. Knight A and B have the same equipment, but, Knight B is stationary, while A is charging really fast.
1A. Same as 1, but Knight A has heavier armour
2A. " "
3A. " "
1B. Same as 1, but Knight A has the same weight, but their armour is simply "better" (it can absorb better?)
2B. " "
3B. " "
Also, we can assume that the Knights might take damage too (from their HP) and I would assume it would be proportionate to the "impact" that they have taken.
I don't have any background in physics at all (perhaps besides knowing about the relationship between speed, distance and time). Rather I am considering making some video game about jousting, and I'm considering whether a physics based approach would be good for the user experience.
Anyway, the context is that two knights are jousting. They both have armour and lances and shields. The main objective is to knock off your opponent from their horse. So you'll need enough power to do so. Gaining speed and driving your lance in them is what will knock them off their horse. Throwing a small pebble at their head won't do anything.
I got a little bit of help with this before, and I was told that these variables would come in handy for this situation: Power = velocity (distance/time) * force (mass*acceleration). I'm not entirely sure the difference between velocity and acceleration. And how weight would play part in this.
Without experience in physics, I am assuming that the faster a car crashes into a wall, the more damage it will sustain. A car moving slowly towards a wall at maybe 1km/h would only take minor scratches on the front, whereas a car speeding towards a wall at 100km/h would definitely crash and take more damage.
In that assumption, I am assuming that Knights who travel faster, will also take more "damage" or an impact (using that car example)?
And I'm also assuming that the faster one goes, the harder hitting they'll be. Getting hit by a car going 5km/h isn't as bad as getting run over by one going 100km/h. So I am assuming, in regards to "gameplay", that:
more speed = more damage dealt and more damage taken. Is that correct?
Given the following scenarios, what would happen to who? And who is more likely to take more damage/fall off their horse (relatively, and maybe with some proportions, e.g: Knight A takes about 30% more XXX)?
(We can assume that the speed they are traveling is 48km/h, if needed)
1. Knight A and Knight B are charging at each other, with the same speed and same equipment
2. Knight A and B have the same equipment, however, Knight A is more faster than Knight B (who takes more damage here and who is likely to fall off their horse?)
3. Knight A and B have the same equipment, but, Knight B is stationary, while A is charging really fast.
1A. Same as 1, but Knight A has heavier armour
2A. " "
3A. " "
1B. Same as 1, but Knight A has the same weight, but their armour is simply "better" (it can absorb better?)
2B. " "
3B. " "
Also, we can assume that the Knights might take damage too (from their HP) and I would assume it would be proportionate to the "impact" that they have taken.