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Damage Types Proposal

Gareth YR edited this page Apr 29, 2021 · 2 revisions

Taken from Discord discussion - needs cleanup and details to be usable.

I'm 100% in favour of heat and EM damage systems that can work totally separate from regular damage. How I picture it - these would be separate health counters with their own maxima and minima (probably defaulting to 100 to support old mods), gain multipliers and damage multipliers (again with reasonable defaults). These would have some specific effect (maybe overwritable for the actor by lua) as they increase, maybe based only on reaching their maxima or maybe based on percentage reached.

E.g. Heat: A ronin dude might have 0 BaseHeat and 100 MaxHeat, a HeatMultiplier of 2 and a HeatDamageMultiplier of 5 - this would mean they catch fire quick and high heat hurts them a lot. A coalition medium might have 0 BaseHeat and 100 MaxHeat, a HeatMultiplier of 1.75 and a HeatDamageMultiplier of 2 - this would make them better protected than ronin but still fairly vulnerable to heat damage An imperatus combat robot might have some BaseHeat cause it runs hot (let's say 30) but 200 MaxHeat, a HeatMultiplier of 0.2 and a HeatDamageMultiplier of 1 - so it's hard to heat them to the point where they take damage and high heat doesn't hurt them a ton

E.g. EM: The same ronin dude would have 0 BaseEM and 100 MaxEM, an EMMultiplier of 0 and an EMDamageMultiplier of 0 - this would mean ronin can't be EM'd in any way. The same coalition medium would have 0 BaseEM and 100 MaxEM, an EMMultiplier of 0.05 and an EMDamageMultiplier of 0 - this would mean that, cause they're brain controlled troops, they can be affected by significant bursts of EM (e.g. Grandfrag's favourite ronin signal jammer) The same imperatus combat robot might have 0 BaseEM and 100 MaxEM, an EMMultiplier of 2 and an EMDamageMultiplier of 1 - this would make them particularly vulnerable to EM damage, even taking actual damage from it

Additional complexity could be added with cooldown rates and stuff.


Further discussion on whether we should allow fully customizable damage types

I thought about whether it should be extendable or not and I kinda don't think it should. Obviously it should be accessible and manipulable through lua, but I'm not sure I agree that one should be able to define custom damage types. E.g. if we I had Acid damage and you had ac1d damage they're totally separate.


Further discussion on whether we should have like 8 different damage types

pawn - regarding damage types, I don't know why we need 10 or 12 or whatever it is warfarm has. I feel like it gets too complex for a game like cc. If you guys think otherwise, please explain why there should be more. yeah, maybe there's justification for a 3rd/5th damage type, which is akin to emp but for non-robot I think if we start doing 10 damage types and trying to rock paper scissors them we're gonna run into what cave said though, and it'll feel super arbitrary and lame