Defining Awesome — Health & armor system
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  • Health & armor system

    Written by . Posted at 6:56 am on February 24th, 2011

    Link-Dead is very detailed about the health system. Each limb has its own health parameter. This plays a bit different than most games (including Soldat). For example a weapon that requires 2 shots will require two shots at the same spot in order to kill. If you shoot at different spots you will just hurt each limb instead of killing. Fortunately I introduced wounds:
    – on legs: slow you down
    – on arms: make your aiming really hard
    – fatal wounds which make the the dude slowly die from bleeding

    The armor in the next version will be a bit different. First of all it can be placed on any limb you want. If you shoot at the armor it doesn’t decrease your health it just damages the armor. So every armor piece has its own damage parameter. If it is destroyed completely – the armor falls off (you can actually see the armor falling off). After the armor falls off flesh is exposed, if you shoot at that, it will kill the guy. This also brings new mechanics to the gameplay. For example a fully armored guy will be very resistant to explosions. Because only the armor will take the damage. So is he really tough? Yes and no. Because it is sufficient for one armor part to fall off to expose some flesh. If he has just this tiny hole, the explosion will tear that flesh and kill him. Cool eh?

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    8 comments.

    1. I’d prefer more frequent updates with changes like these.
      We’ll see.

      How will overkilling work. More specifically, will a Baldr shot kill an uberman, compared to, say, Glitnir (the railgun)?

      I think it’d be nice to have moderate overkill damage simply break off the armor without killing, and then the real overkill piercing armor and being a true one-hitter. This would give heavier weapons some proper role.

      How about some view distortion when the head is damaged.
      For ubermen, static perhaps?


    2. Most definitely awesome!

      Is armor going to behave similar to or be apart of the inventory / weapon / equipment selection menu thing (individual pieces or whole thing?)?

      Will armor be repairable at all?

      Can you drop armor (specific parts / whole thing) you are currently wearing?

      Will there be different types of armor? E.g. lightweight armor would hardly protect you, but will help somewhat, but still keep you light; whereas some heavy-duty armor would last longer.


    3. Shield would be a cool element… If shield would be big enough a couple of players could hide behind it. This would give a team play element. Just an idea though…


    4. And also “build 1922 released 41 days ago” time for a new release?


    5. Is armor going to behave similar to or be apart of the inventory / weapon / equipment selection menu thing (individual pieces or whole thing?)?

      Yes.

      Will armor be repairable at all?

      Yes there will be an armor repair kit. However only for damaged armor, if it falls off you can’t get it back.

      Can you drop armor (specific parts / whole thing) you are currently wearing?

      Not at the moment. This feature might be too complicated to use.

      Will there be different types of armor?

      Yes I want to have at least 2 different armor types. Very light armor, as well as super heavy armor.


    6. MM: Yes I want to have at least 2 different armor types. Very light armor, as well as super heavy armor.

      Nice. I like it that there is no medium. Should make a nice division between light and heavy… Heres our first classes :).


    7. Blacksheepboy

      But there is “medium”: a fella with light armor. A fella without any armor would be a “light” class.


    8. It’s more complicated than that :).
      You will be able to put heavy armor on your chest and light legs for example. Or just put on armored boots and a helmet… and so on.


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