Building Damage = Building Function Damage

Building Damage = Building Function Damage

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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Building Damage = Building Function Damage

Post by bobthedinosaur »

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.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Building Damage = Building Function Damage

Post by CarRepairer »

Why not units too? Big Kroggy can't fire as many rockets or move as fast if he's down to 20% HP?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Building Damage = Building Function Damage

Post by knorke »

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.
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aegis
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Joined: 11 Jul 2007, 17:47

Re: Building Damage = Building Function Damage

Post by aegis »

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?
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: Building Damage = Building Function Damage

Post by bobthedinosaur »

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
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Building Damage = Building Function Damage

Post by Saktoth »

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.
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: Building Damage = Building Function Damage

Post by bobthedinosaur »

Okay, then its settled. You can kill the threado.
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Building Damage = Building Function Damage

Post by Tribulex »

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.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Building Damage = Building Function Damage

Post by Saktoth »

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.
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