aliens

Author Topic: proposition how damage, damage type and armor could be processed  (Read 3712 times)

Offline bladum

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Folks, What do you think about my below analysis how damage could be processed. This is even for vanilla game.

Every type of armor has resistances. Every type of damage has also few parameters.

Formula:
Code: [Select]
Damage = Weapon Power * armor resistance * random factor
DamageToArmor= Damage * damage to armor factor
armor value = armor value - DamageToArmor
Damage = Damage - armor value
DamageAsStun = Damage * damage as stun factor
DamageAsHP = Damage - DamageAsStun
Health = Health - DamageAsHP * damage as hp factor
StunDamage = StunDamage + DamageAsStun

Lets say we shoot with a pistol 26 AP to a floater (hp 40 and armor 10). Resistance is 80%.

Effective power is then:
   20 = 26 * 80%
Then we calculate damage to armor in this area:
   4 = 20 * 20%
Which means that armor is now 6 instead of 10. Now calculate damage to unit it self:
   14 = 20 - 6
Calculate stun damage from rest of damage:
   1 = 14 * 10%
Rest damage goes to HP:
   15 = 20 - 4 - 1
Summary:
   Alien lost 4 units of armor, 15 HP and 1 stun point. And have 15/12 chance to have a 1-3 wounds.

This would be damage type matrix for vanilla:
Code: [Select]
          ARMOR   STUN   HP    ENERGY WOUND_CHANCE
0 none
1 ap      20%     10%    70%   0%     12
2 fire    20%     20%    60%   0%     10       (fire makes smoke)
3 he      0%      30%    70%   0%     8        (explosives gives more internal wounds)
4 laser   10%     0%     90%   0%     50       (laser surgeon laser does makes wounds or pain)
5 plasma  10%     20%    70%   0%     10       (plasma should be universal for aliens)
6 melee   30%     30%    40%   0%     8        (close combat is brutal)
7 stun    0%      100%   0%    0%     50
8 acid    40%     20%    40%   0%     8        (acid was designed for wounds)
9 smoke   0%      80%    0%    20%    50     

Possible new types of damages:
Code: [Select]
          ARMOR   STUN   HP    ENERGY WOUND_CHANCE
10 psi    0%      80%    20%   0%     50      (PSI damage from UFO apocalypse)
11 emp    0%      0%     100%  0%     50      (works only on mechanic units)
12 bio    0%      0%     100%  0%     50      (works only on organic unit)
13 soft   0%      20%    80%   0%     10      (special type for shotguns)
14 slow   0%      20%    0%    80%    50      (usefull to stop units)
15 ent    100%    0%     0%    0%     50      (entropia from ufo apocalypse)

ENERGY loss is optional for any custom damage type.

PS: sorry if such topic was already discussed before. I am going to use this feature in my build anyway.
« Last Edit: January 08, 2015, 10:19:51 pm by bladum »

Offline Yankes

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Re: proposition how damage, damage type and armor could be processed
« Reply #1 on: January 08, 2015, 07:07:25 pm »
Near most of this is possible in my version, only exception is armor that work same like original with exception of optional armor damage from UFO2000.
You can even crate psi weapon that will do direct damage to enemy (handled exactly same way like normal bullet damage, only different is delivery way to target).

Offline yrizoud

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Re: proposition how damage, damage type and armor could be processed
« Reply #2 on: January 08, 2015, 10:05:55 pm »
As a generic damage formula, I think it misses an ability to provide health loss multiplier after armor reduction.
In vanilla game, damage reduction is very powerful because the armor stat gets amplified.

Offline bladum

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Re: proposition how damage, damage type and armor could be processed
« Reply #3 on: January 08, 2015, 10:19:15 pm »
actually ap% + stun% + hp% does not have to be 100%.... i updated first post