classifiedname -> Realistic Aspect (4/22/2013 13:40:16)
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we all know how it works, in two vs two we take turns fighting one by one. One player targets the opponent player and shoots him with a bunker buster. The bunker buster then explodes dealing damage to that one player, While the other one who is standing about 2 feet away remains unharmed. This is completely unrealistic, because in real life if one were standing 5 feet away from a grenade, plasma, or even a rocket explosion they would be dealt damage. So my suggestion is to give the skills "Plasma bolt", "Bunker buster", "Stun Grenade", and "Plasma grenade" a status effect called Collateral damage. What this means is that a given percentage of the damage done to one player is going to bounce onto his partner in a two vs two battle. I believe 25% of the damage dealt would be fair. For example, in a two vs two battle we have player A and B verses players C and D. Now it is player A's turn, and he targets player D with a stun grenade. The Stun grenade deals 30 damage and stuns player D, but it also does 8 damage ( rounded to the nearest whole number) to player C. However, take notice that no stun effects would be carried over to player C, but the 30% stun chance still remains effective to player D ( NOTE: that any of the special attacks such as surgical strike, or super charge would not have Collateral damage. Even though they look big in actuality they are more refine targeting skills which makes it reasonable to only hit those caught in the beam. Same would go for "Overload". ) Also Auxiliary weapons do shoot rockets, but i think it would be more balanced if Collateral damage was offered as a skill core for such weapons. And for more Balance there is also a flip side to this effect . Players should be allowed to purchase an armor skill core called " Combat Vest" which protects From all Collateral Damage.
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