1 |
Game
balance
here
is
less
important
than
communication
to
the
player
that
they
should
avoid
this
area.
Typically
games
do
this
by
adding
a
clicking
geiger
sound
or
spawning
green
particles
since
most
people
associate
those
with
danger
from
radioactivity.
Players
will
naturally
adapt
to
the
information
after
a
few
failure
attempts
and
even
exploit
the
system
in
ways
the
designer
will
not
intend.
The
question
here
is
would
this
be
a
fun
addition
or
unnecessary
complexity?
|
1 |
Game
balance
here
is
less
important
than
communication
to
the
player
that
they
should
avoid
this
area
(
Much
like
if
some
of
the
aoes
are
actually
slightly
larger
than
the
explosion
or
slightly
smaller
can
cause
frustration
because
the
player
will
see
it
as
"wrongful")
.
Typically
games
do
this
by
adding
a
clicking
geiger
sound
or
spawning
green
particles
since
most
people
associate
those
with
danger
from
radioactivity.
Players
will
naturally
adapt
to
the
information
after
a
few
failure
attempts
and
even
exploit
the
system
in
ways
the
designer
will
not
intend.
The
question
here
is
would
this
be
a
fun
addition
or
unnecessary
complexity?
|
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2 |
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3 |
You could implement a system based on a unit's health (we'd assume health is armor density) and find some point and draw up a quick calculation such as RadationDamagePoint / CurrentHealth. At say 950 hp, this system would produce a curve something like this:
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4 |
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5 |
[img]https://i.imgur.com/MMjenaE.png[/img]
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6 |
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7 |
This would emulate radiation damaging internal components through armor somewhat. Imagine a low hp unit having weakened or low armor. Now if you dealt this damage based on distance, you could have an interesting system that doesn't stop heavy units from going through center but also helps finish off weaker units.
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