Forums » Suggestions
Alternative Damage-Model for improved gameplay
Hallo everyone,
after playing again a while i think i have an idea how to prevent people from being able to run away from a fight.
As we see now when the ship gets hit it is recorded where it was hit most. So now you could say for example what is damaged ( thrusters , power generator , weapons and so on) and decrease ship values accordingly.
For example when i hit a player in the back i could decrease his max speed, but hitting sides, i decrease his ability to dodge.
You could also vary this increasing/decreasing factors based on a ship model.
For example rag is much more robust for damage as a vulture.
It would make combat more deep. Prevent people from running when they have 1% health left and also help do balance the combat different ships.
after playing again a while i think i have an idea how to prevent people from being able to run away from a fight.
As we see now when the ship gets hit it is recorded where it was hit most. So now you could say for example what is damaged ( thrusters , power generator , weapons and so on) and decrease ship values accordingly.
For example when i hit a player in the back i could decrease his max speed, but hitting sides, i decrease his ability to dodge.
You could also vary this increasing/decreasing factors based on a ship model.
For example rag is much more robust for damage as a vulture.
It would make combat more deep. Prevent people from running when they have 1% health left and also help do balance the combat different ships.
The only problem with this is that you so rarely shoot anyone in the back that... at 1% the only thing that WILL still work on their ship is the engines.
Unless you're a pirate, then it's all about shooting people in the ass.
well, I for one like to shoot people in the face or on the sides. Most mines come out the rear.....