James Warren, on 06 July 2013 - 03:55 PM, said:
Building on your idea, what if excessive damage had diminishing returns over a short period rather than being negated altogether.
For example, an alpha strike normally does 40 damage. Now the first 20 damage hits per usual, but the remaining 20 damage is halved, so the target receives only 30 damage. If the attacker waits half a second (or perhaps even less, if the game can process this accurately) between shots they will still deal the full 40 damage.
This would mean that alpha striking still has a place in the game, but wouldn't be as effective as sustained DPS since your weapons wouldn't be operating at 100% effectiveness.
For example, an alpha strike normally does 40 damage. Now the first 20 damage hits per usual, but the remaining 20 damage is halved, so the target receives only 30 damage. If the attacker waits half a second (or perhaps even less, if the game can process this accurately) between shots they will still deal the full 40 damage.
This would mean that alpha striking still has a place in the game, but wouldn't be as effective as sustained DPS since your weapons wouldn't be operating at 100% effectiveness.
Interesting.
A kind of reduced damage over time?
Taking a bite of of the shielding idea up earlier we could have it so each consecutive hit creates a reduced damage taken from the next hit within a certain period of time. Say... 15 seconds? Allow it to stack based upon the amount of damage taken up to a relative max.
The formula should be along the lines of calculating before the impact assuming alphastrikes are involved. That way there is a set reduction in damage from what you take.
To toss some numbers around; 1% per point of damage.
The standard PPC would then be reduced to 9 points on impact fired alone. However a 4 PPC hit would be a 40% reduction (the max maybe?) leaving it at 24 damage.
Hm.. this has an odd sense of promise to it.