Stabilis
Member
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quote:
@void Simple, if I hit you in the head hard enough then you'll be "stunned" in a way. But if I were to hit you in say the shoulder, you wouldn't be "stunned." It's an accuracy thing more or less. It looks like it hits the same spot every time but it doesn't. True, in reality a concussion or concussive brain trauma could shut parts of the brain off, initiating someone into a coma; but maybe I was speaking vaguely, as I should have said what pliable conditions we could use, i.e. physics/biology logic is unnecessary in video games but does improve the reasoning. I was pondering about what realistic conditions, relative to the mechanics only found in EpicDuel we could use to declare stun as either 0 or 100% of chance... otherwise, I would have said sure, measure the force of the grenade thrown at the head, but we would need to calculate the velocity + momentum + thickness of the skull or the position of nervous networks touched and damaged! This is why I would find attempting to incorporate physics into EpicDuel very challenging. But still, a good thought, definitely a possibility for EpicDuel if we become advanced in our technologies! quote:
Also, making a stun 100% would be a bad idea since Maul/Zerker works best when the stun works. I remember making that clear when I said there were conditions required to allow stuns to be 100% probable, such as when I said: quote:
I was thinking, if one player's Support was 50 points greater than the target's... a stun would be inevitable. Maybe I posted much too late or you missed my post, but I definitely would consider conditions and imbalance before allowing a stun to occur without lemons (lemons = failure). Another possibility for a condition for a stun to guarantee would be if the enemy had just used a melee skill and is not protected by a defence skill (i.e. Reflex Boost), would be a condition that permits a 100% chance of a stun.
< Message edited by Depressed Void -- 3/22/2012 22:01:38 >
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