Technical support > Feature Requests

Bleeding wounds

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H-Hour:
<sarcasm>Hmm, yes, Ajpe is right. DarkRain, please rewrite your wound system from scratch.</sarcasm>

Crystan:

--- Quote from: H-Hour on June 12, 2012, 09:41:06 pm ---<sarcasm>Hmm, yes, Ajpe is right. DarkRain, please rewrite your wound system from scratch.</sarcasm>

--- End quote ---

Ajpe:
LOL I just discovered my "invention" here http://ufoai.org/wiki/index.php/Gameplay_Proposals/Medikits It's almost the same, written in 2009.

DarkRain:
It lives!!!
Ok I'll be play-testing for a while before moving to trying to make thing scriptable (or maybe I just want an excuse to relax and play :) )

In the mean time, what do you want to be scriptable? We have wound threshold, the penalties, the bleeding factor, the chance for each part to be wounded (random for now), maybe something else you can think of?

H-Hour:
So, you've got the wounds system implemented then? What's the status? We can apply your changes before you get things scriptable as well. I want to play with it. :)

I think the three things you listed to make scriptable would all be good. Maybe also make hospital heal speed scriptable?

This may be more ambitious than you want to do, but I'd like a system that allowed me to define each wound location and specify both the type and values of penalty, like this:


--- Code: ---wound leg
{
type tu // can be tu, accuracy, reaction, etc.
value 1  // adds 1 TU to each movement, for example (each type different)
threshold 15 // did we decide percentage of HP integer?
bleed 25 // is this a percentage of the wound's initial damage or what?
}

--- End code ---

That way we wouldn't be locked into the existing wound penalty distribution if we decided to change it in the future, add a new type of penalty, etc. Ideally, we could even assign multiple penalty types to one wound type. But only if this gels with your implementation. If it requires a major rewrite of parts of your wound system, then I would say just make scriptable what you can so that we can get it in-game. You can always make improvements or changes at a later stage.

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