M.A.D Tank Logic

Registered by Apollo on 2013-12-20

Basicly in Red alert 1 Aftermath you had this unit and unlike normal approach to damage calculation, it rather defines percentage of damage to every target type as it rather counts it from their hitpoints stats in direct reduce. if Tank is 500 hitpoints and we had 50% vs it, it would be left with 250 hitpoints while another tank type of 600 hitpoints is left with 300.
Aftermath did it like this...
MTankDistance=250
QuakeUnitDamage=50%
QuakeBuildingDamage=25%
QuakeInfantryDamage=0

Could be introduced as new single warhead key/flag that rather applies the verses % to reduce from target unit/building/infantry armor hitpoints instead of using damage= value calculation.

Damage in weapon would be dummy to allow firing but else dismissed and NO WHERE in this damage calculation would actual weapon's damage= field be used!

Some additional logic could be to allow consider target's existing hitpoints or its maximum declared hitpoints (strenght=) in the outcome behaviour.

Blueprint information

Status:
Started
Approver:
AlexB
Priority:
Low
Drafter:
AlexB
Direction:
Approved
Assignee:
AlexB
Definition:
Approved
Series goal:
Accepted for 0.e
Implementation:
Beta Available
Milestone target:
milestone icon 0.e
Started by
AlexB on 2017-09-13

Related branches

Sprints

Whiteboard

(?)

Work Items

This blueprint contains Public information 
Everyone can see this information.

Subscribers

No subscribers.