{"id":1034,"date":"2011-02-06T16:40:44","date_gmt":"2011-02-06T16:40:44","guid":{"rendered":"http:\/\/positech.co.uk\/cliffsblog\/?p=1034"},"modified":"2011-02-06T16:40:44","modified_gmt":"2011-02-06T16:40:44","slug":"considering-combat-mechanics","status":"publish","type":"post","link":"https:\/\/www.positech.co.uk\/cliffsblog\/2011\/02\/06\/considering-combat-mechanics\/","title":{"rendered":"Considering combat mechanics"},"content":{"rendered":"<p>I&#8217;m thinking out loud here.<\/p>\n<p>New game (codename: LB, previously G4). Involves military units shooting at each other. One of the mechanics I quite like is heat, where you would have heat based weapons, like flamethrowers, or incendiary bombs. I like the idea of units being vulnerable to, or impervious to, heat as a weapon.<\/p>\n<p>I also still want the idea of armor, and of shields. I like the amount of variety that gives, all before you worry about actual hitpoints and structural damage. What I am unsure about, is exactly how to put all this stuff together.<\/p>\n<p>GSB had a terribly complex system hardly any casual players got their heads around, so I&#8217;d like to avoid that. Things I did like was:<\/p>\n<ul>\n<li>Shields had to be taken down by different weapons to those that did major internal damage.<\/li>\n<li>Concept of different payloads for each weapon, especially missiles.<\/li>\n<li>Shields could be taken down, then would not come back.<\/li>\n<li>Shields could recharge over time, but armor was finite, without external repair modules.<\/li>\n<\/ul>\n<p>I had some overcomplex stuff, like individual shield modules being down, rather than the whole thing, of shield-disruptors and the uber-complex shield-reflection and penetration mechanics.<\/p>\n<p>With the new game, I like the idea of overheating a unit until it explodes. You can optionally add heat-sinks, of course, and I could even have environmental factors, so in some scenarios, losing heat is harder than others. However, there are a number of mechanics I&#8217;m unsure about.<\/p>\n<ul>\n<li>Firstly, Do I have a three tier system like before, where you have to down shields, then armor, then do internal damage?<\/li>\n<li>Can heat based weapons just go straight through shields?<\/li>\n<li>Do heat based weapons have any effect on armor? and can they go direct through armor? They need to be as good as other weapons&#8230;<\/li>\n<li>If heat dissipates over time, and shields recharge, aren&#8217;t they just 2 flavors of the same mechanic? and if so, does that really matter?<\/li>\n<li>Is it worth having dual mechanics? For example, energy-based weapons obviously damage shields, and then armor, but do they also generate some heat?<\/li>\n<\/ul>\n<p>I want a system that has some depth, but I want it to be understandable to someone who grabs the game for 10 minutes to see what it&#8217;s like. Obviously I can &#8216;drip-feed&#8217; stuff in, so maybe the demo level only has shields,armor\u00a0 and energy weapons, and I could introduce heat-sinks and flamethrowers later.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;m thinking out loud here. New game (codename: LB, previously G4). Involves military units shooting at each other. One of the mechanics I quite like is heat, where you would have heat based weapons, like flamethrowers, or incendiary bombs. I like the idea of units being vulnerable to, or impervious to, heat as a weapon.<\/p>\n<p class=\"text-right\"><span class=\"screen-reader-text\">Continue Reading&#8230; Considering combat mechanics<\/span><a class=\"btn btn-secondary continue-reading\" href=\"https:\/\/www.positech.co.uk\/cliffsblog\/2011\/02\/06\/considering-combat-mechanics\/\">Continue Reading&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[],"class_list":["post-1034","post","type-post","status-publish","format-standard","hentry","category-game-design"],"_links":{"self":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1034","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/comments?post=1034"}],"version-history":[{"count":1,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1034\/revisions"}],"predecessor-version":[{"id":1035,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1034\/revisions\/1035"}],"wp:attachment":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/media?parent=1034"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/categories?post=1034"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/tags?post=1034"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}