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Heres the thing:
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Heres the thing:
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What if all stuff when damaged shoots crappier, builds crappier.
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What if all stuff when damaged shoots crappier, builds crappier.
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Basically extra slow penalty% = damage%/2.
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Basically extra slow penalty% = damage%/2.
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Unit has 25% damage (75%HP) = 12.5% slow.
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Unit has 25% damage (75%HP) = 12.5% slow.
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The slow from damage is not shown as usual slow damage, and its compounded with usual slow damage. So:
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The slow from damage is not shown as usual slow damage, and its compounded with usual slow damage. So:
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Unit that has 1%HP and is hit with max slow attack, has 99.5% SLOW (49.5% from damage, and 50% from maxed out slow attack)
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Unit that has 1%HP and is hit with max slow attack, has 99.5% SLOW (49.5% from damage, and 50% from maxed out slow attack)
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So we woulnt have situation where theres 5% hp left fleet of tanks destroying glaives like fresh out of factory.
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So we woulnt have situation where theres 5% hp left fleet of tanks destroying glaives like fresh out of factory.
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ALSO
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ALSO
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When unit is hit, there is a 2d noise texture, like one texture for all game (something like blenders noise texture) that is tilable, that is rotated using unitID*8008.135 to have each unit different damaged look. That 2d noise texture is greayscale, its overlapped in shaders over existing unit texture in a way, that
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When unit is hit, there is a 2d noise texture, like one texture for all game (something like blenders noise texture) that is tilable, that is rotated using unitID*8008.135 to have each unit different damaged look. That 2d noise texture is greayscale, its overlapped in shaders over existing unit texture in a way, that
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FinalTexture = Mix(UnitTexture , NoiseTexture*RustColor, IF ( Damage% > NoiseTexture, 1, 0 ) )
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FinalTexture = Mix(UnitTexture , NoiseTexture*RustColor, IF ( Damage% > NoiseTexture, 1, 0 ) )
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So the damaged unit gets more rust growing on it.
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So the damaged unit gets more rust growing on it.
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Or more advanced like, when unit gets hit, it shows some bare metal and paint is stripped, before rust is exposed, so like:
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Or more advanced like, when unit gets hit, it shows some bare metal and paint is stripped, before rust is exposed, so like:
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DmageTexture = Mix (ShinyMetal, NoiseTexture*RustColor, Threshold*NoiseTexture/Damage% )
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DmageTexture = Mix (ShinyMetal, NoiseTexture*RustColor, Threshold*NoiseTexture/Damage% )
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FinalTexture = Mix(UnitTexture , DamageTexture , IF ( Damage% > NoiseTexture, 1, 0 ) )
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FinalTexture = Mix(UnitTexture , DamageTexture , IF ( Damage% > NoiseTexture, 1, 0 ) )
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So, at first it scratches paint, then it gets rust.
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So, at first it scratches paint, then it gets rust.
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Additionally maybe throw a geometry shader slight seeded random deform, so geometry bends slightly when unit gets hit.
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Additionally maybe throw a geometry shader slight seeded random deform, so geometry bends slightly when unit gets hit.
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ALSO
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ALSO
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When on gridded land it gets small auto heal from Pylons, closer to pylon, the stronger heal, like
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When on gridded land it gets small auto heal from Pylons, closer to pylon, the stronger heal, like
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HealSpeed = 1% Max HP * (Distance + Threshold)/PylonRadius * (Energy Grid Power / 700 ) ^ 0.2
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HealSpeed = 1% Max HP * (Distance + Threshold)/PylonRadius * (Energy Grid Power / 700 ) ^ 0.2
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HealSpeed = HealSpeed * 5 if Playername.Consists("vegan")
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HealSpeed = HealSpeed * 5 if Playername.Consists("vegan")
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so it benefits early eco, but later eco add miniscule hp boost, but also pylons go boom harder, so its difficult to porc using that method.
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so it benefits early eco, but later eco add miniscule hp boost, but also pylons go boom harder, so its difficult to porc using that method.
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[url=https://postimages.org/][img]https://i.postimg.cc/T3cdnrgp/image-2022-08-21-153205879.png[/img][/url]
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What you think?
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What you think?
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