Development > Artwork

Alien bestiary

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H-Hour:
Attached is a quick graph of the resistances of the current aliens to damageweights. These are aliens WITHOUT any armor effects. New graph has armor as well.

Also, here is a quick run-down of the damageweights and which weapons can cause each particular weight.


--- Code: ---
normal_light XXXXXX smokegrenade,pistol,pistol2,smg,grenl,stunrod
normal_spray XXXX shotgun2,shotgun_micro,chaingun,xaw95
normal_medium XXX assault,machinegun,vhs
normal_heavy XXXXXXX needlergun,needlerheavy,sniper,coilgun,shotgun2,bolterrifle,ugv_chaingun
normal_steelblade X knife
normal_monomolecularblade XX knifemono,kerrblade
blast XXXXX fraggrenade,plasmagrenade,rpg,grenl,shotgun
fire_light
fire_medium XXX incgrenade,rpg,grenl
fire_heavy
fire_flamer X flamer
shock X flashbang
laser_light X laserpistol
laser_medium X laserrifle
laser_heavy X heavylaser
plasma_light X plaspistol
plasma_medium X plasrifle
plasma_heavy XXX grenl,plasblade,plasblaster
particlebeam_light X pbeampistol
particlebeam_medium X pbeamrifle
particlebeam_heavy X pbeamcannon
stun_electro XX electrolaser,stunrod
stun_gas X stungrenade
--- End code ---

H-Hour:
A rather large and unwieldy graph showing weapon damages sorted by damagetype. Things to note:

1. Splash damage and regular damage are simply added together. No account is taken for distance from splash damage so it's like a max-damage rating in which splash damage weapons may score higher than they deserve.

2. Damage from any shots after the first (burst or multi-shot weapons like shotguns) is halved to try to account for the fact that a burst shot will usually not hit with all shots. My thinking is that this is still scoring higher than they deserve.

H-Hour:
I have put the alien bestiary in the wiki for safe-keeping and expansion. But the forum is still the place to discuss ideas.

MrRoivas:
Out of all the ideas discussed here, the one for an alien sniper seems the most well thought out and most needed. Long range sniping is where humans utterly dominate, especially with laser weapons. Having these guys pop up in the last third of the game would suddenly make taking cover and flushing out sniper positions quite important indeed.

TrashMan:
Frankly, I'd completely change the damage types for something that's imspler and more intuitive.

DAMAGE TYPE:

- ballistic_small  (size of the pojectile)
- ballistic_large
- laser
- fire
- plasma
- particle?
- gas(?)
- electro

Alternatively, one could differentiate balistics by speed, not size. So you'd have balistic_normal, and balistic_hyper (for hypervelocity/relativistic rounds)




And DAMAGE_DELIVERY (sub)type.. How damage is applied.

- ripping/tumbling (wepons designed to tear flesh)
- penetrative (armor-piercing. Kinetic weapons with hardend tips)
- focused (lasers generally.unles we're talking pulse lasers)
- continous (is the damage applied over time or not?)
- pulsed(? also possible for lasers)
- splash
- area (?)

Or something similar


So a sniper would be balistic_large, penetrative

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