Destructible Implants
PostPosted: Thu Oct 21, 2010 11:04 am
I came up with the idea that destructible implants would be really cool.
situation:
Dystopia does not have a detailed damage model, only certain hitscan weapons are able to do headshots, which do increased damage. with destructible implants, we could increase the importance of where you hit somebody.
for example, if you headshot a heavy, you have a chance that your damage also takes down his thermal implant, permanently, or for a certain amount of time, like, it would have to "reboot" (althought this would resemble the emp-effect too much).
making deckers "loose their cyberdeck in fight" would certainly improve the concept of dystopia of making tense situations, while also decreasing the unlogical detail that weapons do the same damage, nomatter if you hit his chest, arm, or legs.
chest; body implants
head; head implants
optional
arms; wired reflexes
legs; leg boosters
problem is I dont know if the dystopia engine supports checking hits for where they hit the body, except for headshots. if this implementation does not come with a huge ammount of time, I think it would be viable to give it a try.
there should also be an audible or visual feedback that you just destroyed someone's implants, there could be certain mechanical parts fall off his body.
also we would need to discuss if this chance is only possible if your armor has priorly been depleted, or maybe if this chance should be armor-piercing, thus boosting the importance of armor.
situation:
Dystopia does not have a detailed damage model, only certain hitscan weapons are able to do headshots, which do increased damage. with destructible implants, we could increase the importance of where you hit somebody.
for example, if you headshot a heavy, you have a chance that your damage also takes down his thermal implant, permanently, or for a certain amount of time, like, it would have to "reboot" (althought this would resemble the emp-effect too much).
making deckers "loose their cyberdeck in fight" would certainly improve the concept of dystopia of making tense situations, while also decreasing the unlogical detail that weapons do the same damage, nomatter if you hit his chest, arm, or legs.
chest; body implants
head; head implants
optional
arms; wired reflexes
legs; leg boosters
problem is I dont know if the dystopia engine supports checking hits for where they hit the body, except for headshots. if this implementation does not come with a huge ammount of time, I think it would be viable to give it a try.
there should also be an audible or visual feedback that you just destroyed someone's implants, there could be certain mechanical parts fall off his body.
also we would need to discuss if this chance is only possible if your armor has priorly been depleted, or maybe if this chance should be armor-piercing, thus boosting the importance of armor.