quantumstate Posted January 15, 2013 Report Share Posted January 15, 2013 Currently armour works by the following rule.damage = max(attack - armour, 1)The proposal is to change this todamage = attack * (1 - armour/100)So with 20% armour you only incur 80 damage for every 100 dealt.Discussion at http://www.wildfiregames.com/forum/index.php?showtopic=16986 Link to comment Share on other sites More sharing options...
quantumstate Posted March 5, 2013 Author Report Share Posted March 5, 2013 Three possible systems have emerged from the discussion.Current system:Damage = Attack - ArmourPercentage armour:Damage = Attack * (100 - Armour) / 100Exponential armour:Damage = Attack * 0.9^ArmourSummary of DiscussionCurrent system- It is what we have now, the issues are known.- Real armour tends to stop a certain amount of damage. More powerful missiles don't get stopped much by armour.Percentage Armour- Makes reasoning about changes more independent. Adding 10% attack will increase attack by 10% vs every unit in the game.- Percentage can represent the percentage of body coverage.Exponential Armour- Techs have the same effect on each unit. So a 10% armour tech will decrease damage by 10% for every unit.- Basically works the same as percentage armour except for techs.- Players may find the concept difficult if they have not studied higher level maths. Link to comment Share on other sites More sharing options...
Enrique Posted March 6, 2013 Report Share Posted March 6, 2013 My vote here goes to percentage armour because:Fixes current system problemsEasy to grasp for new playersWill help balancing units and techs Link to comment Share on other sites More sharing options...
quantumstate Posted March 15, 2013 Author Report Share Posted March 15, 2013 I am in favour on exponential armour. It means that techs are evenly weighted across units, so that already strong units don't get even stronger (relatively) with upgrades. It can be displayed as a percentage to players and the effect of technologies should be easy to describe, so players can understand what is going on. 2 Link to comment Share on other sites More sharing options...
Enrique Posted March 18, 2013 Report Share Posted March 18, 2013 After following the discussion thread I changed my mind. It will be better than percentage armour for even upgrades between all units. Link to comment Share on other sites More sharing options...
feneur Posted March 18, 2013 Report Share Posted March 18, 2013 I don't have a strong opinion either way, so with both Jonathan and Enrique agreeing I'll agree as well. Exponential it is Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted April 6, 2013 Report Share Posted April 6, 2013 Exponential is what I'd prefer. My only concerns are:- How we present this to the player, and...- How it will be handled in the technology files. Alpha123 has some thoughts on this.I'd personally like to present the armor as "Levels." Just sounds cool to have "Level 5 Hack Armor." Though I think it could be useful to present it as both: "Level 5 (44%)." Link to comment Share on other sites More sharing options...
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