Urban Combat Damage Model Overhaul
As discussed on the forums:
# UC.PassThrough on buildings would calculate the chance of PassThrough as before, taking SubjectToTrenches into account.
# We would have a flag UC.DamageDistri
Since, logically, 0% would actually mean "damage the exact opposite in full", which is kind of silly, I could make 0% a special case that never damages occupants, and always sends the full damage to the building.
# UC.DamageMultiplier and UC.FatalRate would remain, so even if only a fraction of the damage makes it through, the bullet could still land a lucky hit, or the shelter's make could still reduce the damage to the occupant further.
# If there is a CellSpread greater than 1, apply Damage/(CellSpread * OccupyHeight * SmallSideOfFoun
# Assaulter and its new brother UC.ClearBuilding would kill all occupants regardless of damage distribution.
##### ADDITIONAL INFORMATION #####
See http://
No flag names are fixed until this actually gets implemented.
If you plan on suggesting changes to this issue, please be aware that these plans are already the result of a community discussion, and, as such, any argument for a different implementation should be well-founded and convincing.
Blueprint information
- Status:
- Not started
- Approver:
- None
- Priority:
- Undefined
- Drafter:
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- Direction:
- Needs approval
- Assignee:
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- Definition:
- Drafting
- Series goal:
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- Implementation:
- Unknown
- Milestone target:
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- Started by
- Completed by