@jip said in Correlate hit points of prop with its mass value:
From my perspective: it may take 250K mass to fully build a paragon. But it takes only 1 defect wire to make it blow up. Hence, it has low hp. But there's still 250K worth of mass there, and that is not properly represented with only 5K hp.
This isn't nowhere as stupid if you think of the mass as being put into delicate high tech stuff that is simply brittle compared to an idiot proof tank like a pillar. Imo it makes way more sense for stuff like t3 arty and endgamers like nukes and para to leave wrecks with massively smaller HP pools compared to your sturdy tanks.
After all your GPU worth 1k when beaten up will be quickly losing value with each and every hit. Meanwhile a beater car that you pommel around a bit will be still worth nearly as much but with few more dents in it.
As such I don't really agree with linear scaling for all kinds of wrecks/props.
Same with rocks and other stuff. They are pure unrefined resources that when properly processed become much more sturdy. Kinda like making proper alloys. As such it's only natural that they will have less HP but similar mass as wrecked units/buildings.
It only makes sense if you happen to know the unit has low / high health - for the average casual player that is not common knowledge. He just sees a wreck, where one is gone in an instant and the other appears impossible to destroy.
Same reasoning as above. Some stuff is simply way more brittle and easy to damage than others. It's really simple and intuitive no matter how you think about it. If unit is easy to kill then it's wreck is also easy to kill.
The only thing I can agree with for now is just standardizing wreck HP across unit types. So that Mantis wreck have as much HP as striker and tham. Etc. Though now that I think it would be also counterintuitive as you need to make exceptions for units like aurora etc. So yeah. I really do think that current situation is as good as it gets.