A better way to use hit-boxes that allows for geometry balancing.
Hit-Boxes could be smaller and value marked like a target bulls-eye. Hit the center-most hitbox and you do full damage, hit the outer hit-box and some damage is deflected/absorbed. I think that is a more realistic handling of true armored vehicles and mechs which have the ability to deflect shots as well as absorb damage.
Example, the Awesome could get a lot of damage deflection hit-box area due to it's bulk. Frees mechs to look like they should without it being a weakness.
End result, mechs get better survivability.
1
Value Graduated Hit-Boxes
Started by Lightfoot, Feb 09 2016 08:35 PM
2 replies to this topic
#1
Posted 09 February 2016 - 08:35 PM
#2
Posted 11 February 2016 - 06:58 PM
armour doesnt work like that and the Awesome would be bad from frontal assults because its flat. if you want to treat it like real armour you calculate the damage as a function of the angle between the normal of the surface it hits and the incoming shot. dead on (0 deg) does full damage, at an angle reduces damage representing the increased thickness of armour it needs to penetrate. that said the hit boxes are simplified geometry to the visuals you see so this may not be so simple.
#3
Posted 16 February 2016 - 08:40 AM
What I was thinking of was something like a main hitbox within a second deflection hitbox. The main hitbox absorbs the full damage of the hit. The deflection hitbox absorbs part of the damage and deflects the rest away from the mech. They could be simple or relate to the visual elements of the mech. Thing is, armor does both absorb and deflect if the angle is sloped to the impact point.
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