Dynamic corpse health

Dynamic corpse health

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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reivanen
Posts: 180
Joined: 12 Feb 2008, 15:52

Dynamic corpse health

Post by reivanen »

What i was thinking of would be something like dynamically adjusting corpse metal value based on health. The health value could be made so that when it gets below 50% the unit is set to dead and the corpse metal would be calculated from remaining hp.

This way some really cool new gameplay features could be introduced - the more devastating weapons you use the less wreckage metal is available after killing the unit. This could also balance rez/capture imbalance as you would have the choice of shooting at the wreckage after a unit dies to prevent it from being resurrected/make the resurrection more expensive.

The unit died/corpse/debris transformations could all be accompanied by appropriate effects and the hp threshold values could be specified globally/per unit

How hard would something like this be to implement?
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Dynamic corpse health

Post by Pressure Line »

easy, because its already done :) do it through COB and unit corpse tdfs (be prepared for a lot of copypasta)

remember kids, just because it isnt in BA doesnt mean it isnt possible!
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Dynamic corpse health

Post by Saktoth »

It is in BA, actually. When a unit dies, whether it becomes a debris or wreck or disappears entirely depends on the overkill. From there, AoE weapons easily nuke wrecks and debris.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Dynamic corpse health

Post by Sheekel »

they had this in OTA as well
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