Now, 1% health tank is as fast and deadly as new one.
99% destroyed locomotive is as fast, as healthy one.
How about this:
- New vehicle (just assembled) has 200% health.
- 200%-100% health - no negative effects.
- 100-0% health - bonuses all are scaled down proportionally to health: bonus = health% * bonus%
- 25%-0% - Vehicle losses speed and shooting accuracy.
Player can only fix damage fixes to max 100%.
To restore health above 100% vehicle should visit Service Station.
Service Station requires raw materials (engines, steel plates, circuits) and some time to fix vehicles.
Vehicle damage should matters
Moderator: ickputzdirwech
Re: Vehicle damage should matters
Why?steinio wrote:Nope
You still have, in the new tank (4000/2000 health) for example, 2000 of health to lose without any negative effects.
Currently, after that, tank is destroyed.
With this, You still have a tank, but not as good as new one.
You can fix it any time You like, but to certain limit (to 2000/2000 health).
You can also "renew" it up to 4000/2000 health in Service Station, cheaper than creating new one.
Re: Vehicle damage should matters
You are going too far and therefore lose mainstream acceptance.mp0011 wrote:Now, 1% health tank is as fast and deadly as new one.
99% destroyed locomotive is as fast, as healthy one.
How about this:
- New vehicle (just assembled) has 200% health.
- 200%-100% health - no negative effects.
- 100-0% health - bonuses all are scaled down proportionally to health: bonus = health% * bonus%
- 25%-0% - Vehicle losses speed and shooting accuracy.
Player can only fix damage fixes to max 100%.
To restore health above 100% vehicle should visit Service Station.
Service Station requires raw materials (engines, steel plates, circuits) and some time to fix vehicles.
Having health impact performance is good. Boosting initial health and restricting in-field repairability are bad.
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Re: Vehicle damage should matters
Hmm, this sounds like a pretty good idea for a mod.
Hmmmmmmmmmm.
Hmmmmmmmmmm.