Space Engineers Feedback

6
Votes
Ballistic Penetration Mechanics
Right now ballistic mechanics seems a little boring, and it is essentially just a boolean hit or not a hit, no penetrating bullets or anything. This is not a suggestion to change any existing weapons, rather for moddability... Here is a few ways to make penetration a thing without making it overpowered.. A single 0-100% value where the projectile will at most deliver X% of damage to a block before proceeding right through it (Could include a flat value option as well, and both values might be possible to combine). Maybe an additional (Might be cooler) value that every time it has delivered it's max damage it's remaining damage to deliver is reduced by a % of damage dealt (To simulate that higher health blocks are harder to penetrate without having to deliver more damage to them), and even if they want another value to reduce the remaining damage to deliver by a flat amount. To recap, and actual settings: Penetrating (True/False), does this projectile penetrate? Penetration % Damage (0-100%), how much of the targets max health can be dealt at most. Penetration Flat Damage (Any number, could be negative for interesting mechanics?), how much flat damage will always be delivered to the target (stacks with % damage) Penetration % Reduction (Any %, could be negative for interesting mechanics?), how large of a % of the damage dealt will the remaining damage be reduced by.) Penetration Flat Reduction (Any number, could be negative for interesting mechanics?), how much flat reduction will the remaining damage be reduced by.9 Let's do a couple of examples (WARNING! Values are arbitrary and just used as an example): Let's pretend: Light Armor blocks have 500 health Large Thruster has 5000 Health Fictional Weapon 500 damage. Penetration Damage % set to 10%. No further settings for now. If I shot at a single wall of Light Armor straight on without hitting any blocks behind then this weapon would be quite bad. I omitted ROF since to explain the mechanic it is not necessary. The reason why this penetrating shot would be really bad is its damage potential is 500 but it only delivers 50 of it. Now even if I shot straight through a ship as long as I missed every single vital component that shot would be a bad shot since it damages the light armor quite lightly and basically continues through the ship. Now if I was shooting at the ship from the side and hit a light armor block and there is a large thruster behind it then I deliver 50 damage out of the 500 damage potential to the Light Armor block and I deliver the remaining 450 damage to the Large Thruster, since 10% of it's health would be 500, but I only have 450 to deliver I still only deal the 450 damage. This would also apply to characters. If I hit a character who has 100 health (And the character damage is the same as the block damage) I would hit the character for 10 damage, and the bullet would continue on with 490 damage remaining. Now let's make an example where we include the remaining damage reduction. Let's Pretend: Light Armor blocks have 500 health Heavy Armor blocks have 1500 health Large Thruster has 5000 Health Fictional Weapon 500 damage. Penetration Damage % set to 10%. Penetration Reduction is 150% At first I shoot through a light armor block hitting the large thruster square in the side, I would deliver 50 damage to the light armor block and then the remaining damage gets reduced by 150% of that damage value, which would be 75. This means I have a remaining 375 damage. I hit the Large Thruster which again has the 10% of its health equal to 500 so it delivers all of the remaining damage to the thruster which is 375. Now let us do the same example with the Heavy Armor block. I shoot at the heavy armor block and I deal 1500*0.1 damage which is 150 damage. That is a decent amount and leaves me with 350 damage remaining, which gets reduced by 150% of the damage dealt which is 150% of 150 which is 225. Now I have 125 damage remaining. This means even if the shot is still penetrating the heavy armor the heavy armor is able to reduce the damage much more significantly. Now I am going to do one last example explaining how the flat values of these would work. Let's Pretend: Light Armor blocks have 500 health Heavy Armor blocks have 1500 health Large Thruster has 5000 Health Fictional Weapon 500 damage. Penetration Damage set to a flat 100. Penetration Reduction is set to a flat 100 as well. Now I have a light armor block I hit and I deal 100 damage to it which leaves my remaining damage at 400 but it gets reduced by the penetration reduction and becomes 300. Now I hit the thruster for exactly a 100 damage again, my remaining damage then becomes 200 but it again gets reduced by another 100 which leaves the remaining 100 damage to hit something else for. Now this example would not change based on what block you hit or their health at all and is only based on the amount of blocks which would make cheap triple plated light armor significantly better at resisting penetration than even double layered heavy armor. Some people might also make some interesting behavior with negative penetration damage values (since that would increase the remaining amount of damage available). For example you could make an ammo that has Penetration Reduction (flat) set to +100 but its Penetration Damage set to 10%. This means it would be able to do more damage to higher health blocks if it first flies through a couple of light armor blocks, and would in theory be able to damage an infinite amount of light armor blocks and have insane high amounts of potential remaining damage at the end. Some other few values that could be added to this (But I think the four initial ones are more than enough to facilitate some quite interesting mechanics) Maximum Damage (Any positive number), how much damage (no matter the Penetration % Damage) that at most can be dealt to any block. (Maybe the penetration reduction % will still calculate the higher value if it is above the maximum? Could also include a true/false flag to indicate whether it does.) Minimum Damage (Any positive number), how much damage (no matter the Penetration % Damage) at minimum can be dealt to any block. (Maybe the penetration reduction % will still calculate the lower value if it is below minimum? Could also include a true/false flag to indicate whether it does.) Damage Dealt by % of Remaining Damage (0-100%), how much damage will be dealt will be based on the remaining amount of remaining damage. So if it has 500 damage it will (if set to 50%) deal 250 damage to first target, 125 to next, 63 (because rounded up) to the next, 31 to the next, etc. These are interesting variation values but as I said above, I think the initial four is enough. These last ones mixed with some of the above could lead to some quite interesting projectiles that you would have to consider how to use since they would be better or worse vs different blocks.


SioxerNiki shared this idea 13/02/18 11:32