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Tying hull condition to damage

Tying hull condition to damage

It's always bugged me a bit in RTS games where a unit is every bit as combat-effective at 1% health as it is at 100%. Shouldn't all that damage cause some reduction in combat effectiveness? Does anyone have a way tying the hull damage to the firepower? Like if a ship has taken 50% hull damage, it only does 50 or 75% damage?
18,507 views 27 replies
Reply #26 Top
The current 'icon-less' abilities in the game work by referencing a blank icon. They still take up a slot on the UI, even though you don't see it. The game code requires a UI slot to be used to field an ability. Currently the stuff that tells the game engine how many slots it has at it's disposal is hard-coded.

Check out the scout abilities, like immune to phase jump degradation and the Advent scout lingering presence ability (It's called 'spying attacks' in the entity files). You'll see what we mean.
Reply #27 Top
Yeah, I think I see how this might be effective.