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Change Mechanics for Double Armor Supply


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Hello, I made this topic to suggest an idea for a new type of double armor.

                       100px-Bonus_double_armor.png                 160px-Inventory_double_armor.png                     110px-Double_armor_drop.png

Currently, upon activating a double armor or collecting a double armor bonus box, the player receives 50% protection against all turrets and mines.

 

What I am proposing is that instead of giving players 50% protection, it doubles the player's remaining HP-hence the name, double armor.

 

For example; say a player is using Wasp M0 0/10  with full health. He activates his double armor. He no longer has 1000 hp, instead, for the next 30 seconds, his Wasp has 2000 hp.

 

Another example; a player has 1,347 remaining Hp on her viking. She collects a double armor bonus box, and ends up with 2,694 hp.

 

What's the difference?

When a player attacks a enemy with double armor, instead of dealing half damage, he or she would deal full damage. The double hp means the enemies would take longer to kill players using double armor, unless assisted by a double power (double damage).

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Declined

(Complicates game internal logic while giving no benefit to the players)

 

 

In both scenarios (double HP or 50% of the damage) the target would die after the same amount of shots.

 

In the current system I can hit a target far away, where I do know nothing about their supply status. But the moment my shot deals damage, my damage indicator will tell me if he has DA equipped (or if he has any other sort of protection, or both). In your system I will know nothing.

 

Today's mechanism can use the same game internal mechanism then a protection module (provide x% damage reduction vs specific turrets; or vs. all turrets in case of a DA supply). Even if this double-HP mechanism would be introduced, the game would still be in need for the damage reduction algorithm for the modules (those will not work with your system). So we would end up with two mechanisms in parallel, while all could be done with a single mechanism (as today) as well.

 

Sorry, but I truly see no benefit for the players, nor for the game.

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Honestly, you should put this Under Review; it's an interesting idea, if you actually understand it. Here:

 

Scenario 1: P1 takes a Railgun hit that would deal 500, but 250 HP is knocked out instead because of DA. When DA deactivates, he has 1/4 HP gone.

Scenario 2: P2 takes a Railgun hit, but has 2000 HP. Therefore, he takes the 500, but is still left with 1500. When it deactivates, he has 500 overflow, which, presumably, would disappear.

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