I have made three tech demos showing three different damage systems.
This is a tech demo with alot of logging so be aware of that.
link: http://xelerus.de/index.php?s=mod&id=668
In the simple damage system weapons have a weapon value and armors, stations, and shields have an armor value. There is a 10% bonus to damage for each point of difference between them.
Adding new weapons are easy just inherit itTestWeaponBase to get the weapons and put static data for SimWeaponValue and SimDamage. SimDamage can be any function you want that will be evaluated when the weapon is fired. Armors, shields, and stations need a SimArmorValue static data.
I made the code as clear as possible and logged tons of information so you can see what is going on.
The advantage of this system is it is easy for the player to understand how much damage will be done.
In the multiple dimensional damage system each weapon has as many damage types as you want. Armors need one static data for every damage type. The different types are multiplied together with the damage to get the final damage.
In the demo I used Good Neutral Evil Lawful Chaotic Active and Passive as damage types.
The advantage of this system would be is that it allows for millions of combinations leading to all new damage types.
In the complementary damage system each weapon and armor, shield, station has a pair of types. Each possible pair (6 of them) gives a resistance that are multiplied together.
The advantage of this system is that the armor also has a type along with the weapon.
any comments, suggestions, or bugs?
damage system tech demos
- Betelgeuse
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- Xephyr
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Wait, how did you make it so the player could only choose between the two playerships?
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
Real programmers count from 0. And sometimes I do, too.
Real programmers count from 0. And sometimes I do, too.
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
It is only one player ship but that player ship has a table in it to use different weapons and shields. To restrict it you use startingShipCriteria attribute in the AdventureDesc tag. (you can see how I did it)Xephyr wrote:Wait, how did you make it so the player could only choose between the two playerships?
Crying is not a proper retort!
- Xephyr
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Betelgeuse wrote:It is only one player ship but that player ship has a table in it to use different weapons and shields. To restrict it you use startingShipCriteria attribute in the AdventureDesc tag. (you can see how I did it)Xephyr wrote:Wait, how did you make it so the player could only choose between the two playerships?

Great, thanks.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
Real programmers count from 0. And sometimes I do, too.
Real programmers count from 0. And sometimes I do, too.