aliens

Author Topic: new damage mechanic Poison - maybe for OpenXCom Extended?  (Read 1293 times)

Offline kikimoristan

  • Commander
  • *****
  • Posts: 649
    • View Profile
new damage mechanic Poison - maybe for OpenXCom Extended?
« on: March 02, 2015, 07:48:22 am »
poison damage mechanic

only AP, melee and smoke can have poison damage

items:
   - type : POISON_WEAPON
....
   poison: 3  #damage per turn
   poisonDuration: 10 #number of turns until effect stops
....

poison resistance is based on STR and HEALTH
poison final damage = poison - ( poison * ((unit HEALTH + unit STRENGTH) / 2) / 100 ) rounded up or if less than 0 it becomes 0
ex 120 STR 40 HEALTH = 120 + 40 / 2 = 80
poison damage = 3 - (3 * 80 / 100) = 3 - 2.4 = 0.6 = 1
ex 50 STR 50 HEALTH = (50 + 50) / 2 = 50
poison damage = 3 - (3 * 50 / 100) = 3 - 1.5 = 1.5 = 2

by this logic most HWP have 100 HP and 100STR and should be immune or 90 HP and 120 STR. either way they should be immune.
ex STR 120 HEALTH 90 = 105
poison damage = 3 - (3 * 105 / 100) = 3 - 3.15 = -0.15 = 0

when unit is poisoned again highest poison damage takes hold and the longest duration duration takes hold (between the new poison duration and the remaining poison duration)

poison damage is true damage and is not affected by armour  but rather by HEALTH / STR stats

poison damages torso body party in medkit.

just a thought I had. would be interesting to create aliens with low AP damage but high poison so it just makes the game really annoying and challenging.