Normal force VS demolition force
Posted: Wed May 04, 2022 5:38 pm
Items should have a separate force variable specifically for damage against buildings and structures. By default, it is equal to normal damage.
It could both be defined as a modifier (demolish_force = force * 1.5) for most cases as well as specific numbers (demolition_force = 45) for more specific dedicated scenarios.
Not only does it make sense that some items should be better at destroying stuff than others, but it would also allow for the specific implementation of high damage items without having to worry about factors of how easy it is as a breaching tool, or make effective breaching tools without having to worry too much about it being overpowered as a weapon.
Some example implementations would be lowering knives effectiveness against structures, and increasing the effectiveness of smash-y items like the fire extinguisher and axe.
It would require a bit of work to convert all instances of times where a weapon would increase in force to also increase the demolition force, or otherwise add in a proc that updates the demolition force alongside the force. (maybe similar to how we have procs that set damage, rather than directly changing the var)
BONUS: Cyborgs and mechs take damage as if they were structures. Don't stab the metal man! hit them with a big hammer.
It could both be defined as a modifier (demolish_force = force * 1.5) for most cases as well as specific numbers (demolition_force = 45) for more specific dedicated scenarios.
Not only does it make sense that some items should be better at destroying stuff than others, but it would also allow for the specific implementation of high damage items without having to worry about factors of how easy it is as a breaching tool, or make effective breaching tools without having to worry too much about it being overpowered as a weapon.
Some example implementations would be lowering knives effectiveness against structures, and increasing the effectiveness of smash-y items like the fire extinguisher and axe.
It would require a bit of work to convert all instances of times where a weapon would increase in force to also increase the demolition force, or otherwise add in a proc that updates the demolition force alongside the force. (maybe similar to how we have procs that set damage, rather than directly changing the var)
BONUS: Cyborgs and mechs take damage as if they were structures. Don't stab the metal man! hit them with a big hammer.