Just a suggestions for maybe a mod option:
The idea is every damage counts.
Say a mex is raided and survive but is at 50% HP, well it should then not be pumping out 100% but say maybe 50% (or more or less). This concept can be applied to storage, generators/ mexes and even factories (have them build at slower rates) and would suuport raiding and maintenance of the bases/ and resources.
Building Damage = Building Function Damage
Moderator: Content Developer
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Building Damage = Building Function Damage
Why not units too? Big Kroggy can't fire as many rockets or move as fast if he's down to 20% HP?
Re: Building Damage = Building Function Damage
every damage does already count: in the next battle.
slowing down heavily damaged/burning units would be ok, for large units.
Otherwise i think it would be more annoying and confusing than really contribute to good gameplay.
slowing down heavily damaged/burning units would be ok, for large units.
Otherwise i think it would be more annoying and confusing than really contribute to good gameplay.
Re: Building Damage = Building Function Damage
it actually makes sense for a badly-damaged smoking unit to be sluggish or less awesome, maybe have an icon or halo or something to signify it in addition to pouring out smoke?
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
Re: Building Damage = Building Function Damage
this was originally an idea about a vulnerable resource system and base. but i guess you could do it to units too, it just would make hurt units become worthless fast and would throw an otherwise even battle into who got the critical attacks in first and then it might steam roll
Re: Building Damage = Building Function Damage
We have this, its called wrecks.
When a unit takes above its HP in damage, its still alive- just non-functioning. You need to spend 50% of its cost again, and you can bring it back to functioning.
Having to run around repairing your mexes will be a pain in the butt.
Not for CA, methinks.
When a unit takes above its HP in damage, its still alive- just non-functioning. You need to spend 50% of its cost again, and you can bring it back to functioning.
Having to run around repairing your mexes will be a pain in the butt.
Not for CA, methinks.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
Re: Building Damage = Building Function Damage
Okay, then its settled. You can kill the threado.
Re: Building Damage = Building Function Damage
cool idea though.
in my mystery mod with no name the shiny robot faction has 1 unit i designed that after certain hp loss it gets rid of an outer shell and becomes a smaller faster unit. it can rebuild its shell when its not under fire.
in my mystery mod with no name the shiny robot faction has 1 unit i designed that after certain hp loss it gets rid of an outer shell and becomes a smaller faster unit. it can rebuild its shell when its not under fire.
Re: Building Damage = Building Function Damage
Having units that break into other units on death is not a bad idea, The Cursed has such a unit, a slow unit that breaks into many smaller weaker crawling bombs on death.
In NOTA there is a unit that loses weapons and parts blow off it as it takes HP damage. This is neat, but mostly just an effect.
Also, we dont close threads around here unless they get trolly. They can get derailed or scroll off the page if they want, its natural selection baby.
In NOTA there is a unit that loses weapons and parts blow off it as it takes HP damage. This is neat, but mostly just an effect.
Also, we dont close threads around here unless they get trolly. They can get derailed or scroll off the page if they want, its natural selection baby.