Can the building objects have needs like the players?
1 replies, posted
Fire: When the building is too dry for too long without caring (not enough wet points) it starts to have more points of flammable til the building burns by itself.
Rust: When the building is moist for too long without caring (too many wet points) it starts to rot and the area becomes poisoning for players until the building collapse.
Inside players buildings happening both at the same time, first floor getting roten, sixth floor on flames. I would think of doors and rooms to mark the extent of the local effect.
Hit Damage: Points of building material (already implemented)
The players can play with this points with torches or water buckets (or whatever container the developers give us for water, we need something if we are going to die of thirst) to equilibrate the building time against the changing weather outside (or to siege enemy buildings).
This system forces the need of armors prepared to fight heat and fire, and gas masks.
This is an interesting concept because it would/could tie the weathering system into the decay system and different biomes could have different struggles for builders.
On the other hand it may come across a bit tedious on the player side to play this balancing game with the decay.
Maybe easier than constant unique values might be to have during different weathers different building types have different buff/debuff effects that may require attention to correct. one rain storm causes level 1 rust, which does not weaken the structure right away but after another storm or two unaddressed it rises to rust level 2 or 3 and either decays faster or will take more damage from player attacks.
similarly an arid weather condition could add a debuff to local structures that makes wood more flammable. (or more vulnerable to damage by torches depending on how far they take the fire aspect with wood structures)
Applying in by weather to an area rather than individual calculations might be easier to calculate.
Interesting for sure. I'll have to think about this more.
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