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Realistic nuke

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Date Editor Before After
2/15/2023 11:13:07 PMunknownrankShaman before revert after revert
Before After
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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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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5 [img]https://i.imgur.com/MMjenaE.png[/img]
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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.