General > Discussion
Wounds, healing, etc...
ViolentAJ:
I like this proposed system, but it should probably be optional.
TrashMan:
*BUMP*
DarkRain:
As you might know, I'm trying to implement the Medikit and Wounds system in this proposal, and while I'm trying to stick with it, that doesn't mean I'm not open to suggestions, while some of your suggestions give me some ideas, your system feels a little overcomplicated to me, specially negative HP, I don't think that's going to happen.
TrashMan:
I don't see whats complicated about that. Going into negative shouldn't bea problem programming-wise (a singe integer has a huge span going from -32560 to +32,767 .. or something like that), and keeping track of damage is simple math.
Frankly, it's hard to create a system that isn't either too punishing or too simple. The negative HP system is there to give you a chance to save a valuable soldier.
I consider that (and the medikit restirctions) to be the best part of my prosal.
Given that this is a turn-based game, there is no lack of processing power. Turn based games have that desticnt advantage over those real-time graphics hogs - they can use more complex and deep systems for calculating things
DarkRain:
--- Quote from: TrashMan on May 14, 2012, 11:07:42 pm ---a singe integer has a huge span
--- End quote ---
Indeed, but the game is programmed assuming (and enforcing), in many places, that the HP will always fit within a byte (from 0 to 255), for such a feature it would probably be easier to increase actors HP by 50% and say that an actor with HP below 30% of its max HP falls unconscious.
But I must say that, in fact, it only makes sense that a heavily wounded soldier would fall unconscious, having soldiers with 3 HP left, fighting isn't very realistic.
Also, five modes for the medikit? Isn't that a little too much?
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