rebalancing area weapons idea

Post ideas & suggestions you have pertaining to the game here.
Post Reply
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

Just got an idea for area weapons: area weapons could fade after a certain number of hits. This can keep the area weapon useful as a 360 degrees explosion and at the same time control the total damage by setting when it has to fade if the maximum damage has been reached.

The area weapon simply has to count the number of hits and fade (maybe with a nice dissolving transition).

What do you guys think ?
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2801
Joined: Mon Aug 17, 2009 4:27 am

Could work. Might cause some issues with lag if you've got a lot of them at once though. Depends on how the engine works it out, I guess. I assume you're talking about shockwave style weapons, rather than the near-useless radius fragment system.
Mischievous local moderator. She/Her pronouns.
User avatar
Atarlost
Fleet Admiral
Fleet Admiral
Posts: 2391
Joined: Tue Aug 26, 2008 12:02 am

What I'm doing for shockwaves now that I have the defaults is multiplying the density by the infinite summation of the passthrough and comparing it to the same standard x6 that normal fragments use.
Literally is the new Figuratively
Post Reply