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Endurance, Performance and its transition of a players mobility depending on weight
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Description

hey,

this Request is renewed by myself, since I got much better data of how
it should be.
The Request http://feedback.arma3.com/view.php?id=7514#bugnotes can be deleted.

This ticket is depending on a weight system, which I request in this ticket ( http://feedback.arma3.com/view.php?id=7486 [^] ).

It describes a realistic relation between weight, speed, endurance, transitioning and distance being traveled as an infantry soldier.

It will suggest 2 new fixed speeds at 5km/h and 9km/h to maintain formations
and group movements and all the other values are depending on the soldiers weight and the endurance category he choose to move in for the given time. {F25234}

Details

Legacy ID
487342233
Severity
None
Resolution
Open
Reproducibility
Always
Category
Balancing
Steps To Reproduce

The reference data is highlighted in the table documents and all the other values are given through a single mathematical function:

m/2 * s²/t²*m^1,3/75kg^1,3*s^0,37/100m^0,37 = 2604 J

To the source that lead me to these lines, I read through manuals, studies from army, special forces and my own experiences, but still there is some space that needs to be guessed.

parameters, examples and transitions depending on the soldiers load:

In the table document that I uploaded within you can see a mathematic function
that allows anyone on every parameter imaginable to calcualte time, speed,
weight being carried and distance to travel.
The parameters are based on own experience and several informations that I found in Field manuals of Rangers and other studies that focus on performance depending on the combat load.

Roughly the document is seperated into three categories.
Based on the natural distinction between the types of endurance he human body has.
There is first the short term endurance, up to 2 minutes maximum performance.
Second there is medium term endurance, from 2 to 10 minutes maximum performance.
Thrird there is long term endurance of first grade from 10 to 35 minutes maximum to sustained performance.
Some parts even contain the long term endurace data of the second grade which
describes performance on long marches with the aim to sustain themselves and stay comparatevely combat effective during that, walking.

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I suggest to take over the data, more precisely the function to have a fluent transition in between the values.

That would mean, when you press the sprinting key,depending on the weight, but for a maximum of 120 seconds you are as fast as you can be ( red ), afterwards it will transition into the medium endurance category and continue dropping speed continuously until you get into the long term category first grade and eventually into the last category, long term 2nd grade.

when you press the jogging key, tactical jog ( the faster one ), you will be guided by the medium term data ( blue ).

when you press the jogging key, casual jog ( the slower one ), you will be on a certain speed ( 9km/ h), which allows you to travel together in a group with different loads on everyone, BUT the medium endurance data needs to be achieved.
So too much load doesnt let you go into the casual jogging pace.

when you press the walking key, casual walking ( relaxed walking ),
you will be in a slow traveling speed ( 5km /h ) to maintain formation
with your group even when you have different weights among the members.

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Basicly I suggest two fixed traveling speeds at 9 and 5 km/h and higher performances like fast jogging and fast walking, aswell as sprinting to be depending on weight and therefore changing the speed accordingly.

Additional Information

currently observed: speed transitions are too quickly and dont depend on the players load, same as the speed and endurance seems always to be the same, no matter what load the player carries.

expected: speed transitions and speed depending on the soldiers load with continous values.

Event Timeline

kOepi edited Steps To Reproduce. (Show Details)Dec 4 2014, 4:41 PM
kOepi edited Additional Information. (Show Details)
kOepi set Category to Balancing.
kOepi set Reproducibility to Always.
kOepi set Severity to None.
kOepi set Resolution to Open.
kOepi set Legacy ID to 487342233.May 7 2016, 7:55 PM