This could be a fun mutator but for the default gameplay it's like putting the whole balance upside-down (and its already complex). Consider this. Hit scan will get affected a lot, but - say - splash from a rocket exploded in front of you will likely be affected far less. So that's in fact changing balance numbers in a somewhat convoluted way. I think best way forward is to think what you want to obtain in a gameplay and then find ways to do so. Whereas fun ideas are best put into mutators
Poll: How do you think bone-based damage should be added to Xonotic? You do not have permission to vote in this poll. |
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In the damage code and enabled by default (replace the current damage system) | 10 | 35.71% | |
In the damage code but disabled by default | 1 | 3.57% | |
As a mutator (disabled by default) | 8 | 28.57% | |
Don't even bother coding this, the idea is too bad | 9 | 32.14% | |
Total | 28 vote(s) | 100% |
* You voted for this item. | [Show Results] |
Bone based damage system (feature vote and debate)
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