• Damage and armor value calculation
    2 replies, posted
From my in game experience, pvp is just very linear right now (only damage counts, people rarely care about bleeding once they unlock syringes) with fokus mostly being made on the mid/endgame boomstick with the occasional tweak for early game. Besides the crossbow i feel that there has not been a reasonable push towards primitive weaponry nor tactics that actually made an impact on gameplay utility that did not include gunpowder or bullets (did anyone ever use the nailgun as a set weapon tier in early game?). Giving it some thought, i propose the following thought experiment: Add impact types for projectiles, as in wooden, stone, metal etc. (tier 1-3) Add armor types in the same manner: cloth/leather/wood/scrap/light metal/heavy metal (tier 1-6) Alter the way armor rating works. Rather than letting each armor type simply absorb x% of damage of x damage type before breaking give it a damage threshhold up to which it completely absorbs the damage until the threshhold is met (and falls of if its broken ofc). Employ interaction between projectile type and armor type if a lower projectile tier hits a higher tier armor (wood projectile vs scrap metal armor) it gets penalized: Regular arrow has wood (tier 1) damage value of 100 (example for easier calculation) scrap metal armor (tier 4) has a protection threshhold of 50 Just a basic demo calculation for the mechanism: When tier 1 projectile hits a tier 4 armor it is penalized by 30% (since it's 3 tiers higher) before damage threshhold. Thus hitting potentially for 70 (100-30), tier 4 absorbs for 50 points meaning 20 points are delivered to the target, rest is absorbed by the armor The idea is that if you hit a heavy armor (tier 6), the arrow simply "dings off the armor" (hit for 100; 50% reduction, 50 pts threshold -> 100-50=50 vs 50 threshold = 0 dmg dealt to player), if it hits the head it gives the player a small concussion like the headshots in CS 1.6 back in the day. Before people start raging of this proposal please read thru until the end. To counteract this, add more utility to lower tier weapons. What do i mean by this? Introduce a secondary type of bleeding, "heaving bleeding" that will not wear of as "light bleeding" unless bandaged or a certain action is taken Add clipple so one cannot sprint or even walk slower than normal walk for certain amount of time- it would give an undergeared player a mean to kite or rundown a higher geared player if he catches him out of position: My proposal would include utility arrowheads, maybe bone for low impact damage and heavy bleeding or crippling drillneck arrow for high damage(with a higher damage tier than wood/stone) that has a short range, high ark similar to the nail gun Allow melee weapons chance to cripple (blunt) or heavy bleeding (cutting) if they are swung or thrown on target The idea behind this is to give more things to worry about & utiliize when pvping that cannot simply be bypassed by chucking syringes like tic tacs. I feel that it would be an interesting stir-up if we could introduce more secondary status effects to the gameplay as it would certainly add more means to finetune weapon and gameplay balance. What do you guys think? Cheers
It's a great idea. There are many different types of damage, they've called this out in their roadmap. I believe they wanted to simplify this down to a few different categories vs. however many they have now. I'd personally like to see suppression aura added to the game. Incoming rounds, especially if super close should have some effect on your character.
I have thought about proposing the minimal damage threshold for armors (under which you get ricochets), but, on deeper thought, that would make high tier players almost invincible (that metal armor and higher ones would be impregnable to bow, crossbow and early weapons)... Imho, that would break the game. The ideea works when everyone has access to the same weapons and makes his choice based on gameplay preference. RUST combines stone age weaponry with 1970'ish (RPG, MP5?)...
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