geeves Posted November 28, 2020 Posted November 28, 2020 I made a PR that re-adds shrapnel damage when moving around. I've noticed that people just run at you after you shoot them, which is a bit silly, but since medical can save you from the brink of death, it isn't necessarily suicidal. I think we're in a good spot to re-add it now, since it might make people think twice about running at a gunman. https://github.com/Aurorastation/Aurora.3/pull/10674
Kintsugi Posted November 28, 2020 Posted November 28, 2020 Have you considered making it so only running causes damage, instead of for all movement? I think this would be a fair compromise. Additionally, this strikes me as an antagonist nerf: It just lowers their endurance further.
Faris Posted November 28, 2020 Posted November 28, 2020 A previous issue with it was that it put an emphasis in people going for "shrapnel hits" where they'd use ballistics just to get shrapnel embedded and from that cause a lot of damage but essentially leaving them to bleed out on their own if they move or get surrounded if they don't. Danse has a fair compromise where they limit it to running only.
geeves Posted November 28, 2020 Author Posted November 28, 2020 Tweaked it to make it only happen when you're on the running movement intent.
Carver Posted November 28, 2020 Posted November 28, 2020 I'm not terribly good at the maths of it, what would the average value be and what is being damaged? The body part, or organs within?
geeves Posted November 29, 2020 Author Posted November 29, 2020 (edited) I suck ass at maths, so I'll deploy the data here for someone else to calculate. So, the code checks for shrapnel, it checks whether you're running, and then it applies a 5% chance to that check. If that 5% succeeds, it checks whether you can feel pain. If you can, it applies 10 halloss. Regardless of whether or not you can feel pain, it also applies a random amount between 1 and 3 edged brute damage. So, let's say you get shot and run for 15 tiles, and you're super unlucky and pass the 5% check each time and also get the max edged damage for your shrapnel, you'll take 45 brute damage from the shrapnel tearing up your insides. Do note that the chance of passing 5% 15 times in a row is this much: Now, let's say you pass it five times instead, and you still roll max possible damage, you'll get 15 damage. So, I don't think it's super bad, but it makes you reconsider running after someone that shot you, since it's likely they'll shoot you again, adding more shrapnel, which adds more chances for you to take damage when running. I'd also like to note that it checks the 5% for each shrapnel piece you have, so the more you have, the more chances you get per move to get torn up. EDIT: i'm not 100% on the maths, so someone should double check it for sure Edited November 29, 2020 by geeves maths
Rushodan Posted November 29, 2020 Posted November 29, 2020 Please yes for this. Running around after getting blasted should be discouraged. Stopping movement? Lame. Punishing the heathens for sprinting when full of bullets? I see this as an absolute win
Carver Posted November 30, 2020 Posted November 30, 2020 I like the thought. Not quite lethal and not quite 'bleeding out' but rather just enough to discourage continuing to fight since fighting involves a lot of movement. Can't really judge the implementation until I next roll merc or something, though, as just a flat test doesn't deliver circumstantially interesting results.
geeves Posted December 22, 2020 Author Posted December 22, 2020 this has been merged, lemme know how it plays
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