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Normal force VS demolition force

Posted: Wed May 04, 2022 5:38 pm
by Itseasytosee2me
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.

Re: Normal force VS demolition force

Posted: Wed May 04, 2022 8:07 pm
by Pandarsenic
This would be pretty cool, since some stuff makes sense to hurt people a lot and hurt structures very little, like scalpels.

Re: Normal force VS demolition force

Posted: Wed May 04, 2022 8:59 pm
by Shadowflame909
When you weld the cyborg shell off to decon it in combat

Re: Normal force VS demolition force

Posted: Sun May 08, 2022 9:27 pm
by Itseasytosee2me
I'd be interest on maintainers opinion on whether the demolition force should be updated as a proc that is called whenever force is updated, or if it should just be updated manually in such instances.

Re: Normal force VS demolition force

Posted: Sun May 08, 2022 10:56 pm
by TheFinalPotato
If you're going to tie the two together, you should make changing force into a setter proc yeah.
Not sure if it's a good idea or not, but that's how you'd do it

Re: Normal force VS demolition force

Posted: Sun May 08, 2022 11:31 pm
by mrmelbert
Funnily enough, I used something like this for blade heretics.
I added an "item" that multiplies its force in pre_attack if the hit atom was a structure and machine.
Could be cool to have an element that handles it or something.

Re: Normal force VS demolition force

Posted: Mon May 09, 2022 12:59 am
by Itseasytosee2me
TheFinalPotato wrote: Sun May 08, 2022 10:56 pm If you're going to tie the two together, you should make changing force into a setter proc yeah.
Not sure if it's a good idea or not, but that's how you'd do it
Do you have any specific apprehensions?

Re: Normal force VS demolition force

Posted: Mon May 09, 2022 1:02 am
by cacogen
Isn't this just armour

Re: Normal force VS demolition force

Posted: Mon May 09, 2022 1:15 am
by Farquaar
This would be a good change. Distinguishing between "finesse" weapons and weapons with raw destructive power adds a lot to the game's flavour, if nothing else.

Re: Normal force VS demolition force

Posted: Tue May 10, 2022 12:54 am
by Itseasytosee2me
cacogen wrote: Mon May 09, 2022 1:02 am Isn't this just armour
Nah, armor would represent a structures resistance to melee weapons, while this would be a representation of an individual items ability to damage structures.

Re: Normal force VS demolition force

Posted: Tue May 10, 2022 2:25 am
by Itseasytosee2me
The code is pretty much ready on this.
Just need a list of applicable items so I don't have to waste gbp on a lot of separate PR's

Re: Normal force VS demolition force

Posted: Sat May 14, 2022 3:53 am
by Itseasytosee2me

Re: Normal force VS demolition force

Posted: Tue Jun 07, 2022 12:49 am
by Itseasytosee2me
Merged, pack it up, we have entered idea heaven.

Re: Normal force VS demolition force

Posted: Tue Jun 07, 2022 4:54 am
by TheFinalPotato
I thought it was impossible for the ideas board to be actually productive
What have you done