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Depth of Extinction

Explore a flooded world in this tactical RPG · By HOF Studios

Idea: About armor and health

A topic by Drakaden created Dec 07, 2017 Views: 169
Viewing posts 1 to 1
(1 edit)

That's been running through my mind for a few hours now, i'm not sure if the system was going to be changed/modified so i'll throw them all there:

Instead of having armors giving more stat (which does not give more once you are capped) armor could instead give an independent armor health bar, this bar cannot be healed/repaired during missions, but all damage caused to it is halvened (Or less or more, depending on the equipped armor quality), except for weapons -made- for armor piercing, which does the inverse, full damage to armor but half to normal health.

This also would make your enemies more diversified, as robots would be armor HP only, cyborgs would be partial and so on.

I would also suggest working on higher numbers instead of under the 10 digits, so you can calculate outputs more precisely, for example purpose, your gun, which is an SMG made for killing unarmored targets, would currently shoot for 2 damage on skin 3 times in a row, but on armor that equals to 1, what if you wanted your system to be less extreme? It would be better go to in the 100 digits so you can say, the SMG hits too much or is too weak, but i don't want to raise by a full number, lets make it hit 23 damage on skin, but hey, your enemy's armor value is 33%, it's light armor, you would be unable to calculate it this precisely in the 10 digits, since you'd have to narrow it down to the closest number.