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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Idea: Dependence of unit efficiency on remaining durability.

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    • D Offline
      Dim-A-miD
      last edited by

      More details:

      We propose introducing some realism by reducing the main stats of units and structures based on their remaining hull durability. This is based on the HP/efficiency scale of units in Dune 2.

      The reduction is non-linear, becoming especially significant at low unit durability. At high unit durability, the loss in effectiveness is minimal.

      For example:

      1. A scale with five linear durability ranges: 0-20%, 20-40%, 40-60%, 60-80%, 80-100%.
        Within these ranges, the reduction in selected unit stats will be: 50%, 37%, 25%, 15%, 7%.
      2. A more detailed solution, a scale with seven non-linear durability ranges, roughly:
        0-5%, 5-10%, 10-20%, 20-35%, 35-50%, 50-75%, 75-100%. This is a very rough breakdown; a more precise distribution would be desirable.
        The efficiency reduction will be: 85%, 65%, 45%, 30%, 23%, 11%, 5%. The general idea is that the ranges are smaller, with less remaining durability. With good durability, the efficiency reduction is small.

      Additionally
      With almost full hull durability at 80-85%, the reduction in performance is not necessary. It can be assumed that the unit has not suffered significant damage that would affect its combat performance.

      Next:
      It is proposed to reduce stats such as damage for lasers, rate of fire for others, speed, construction power, and view range.

      This change will improve the situation with experimental units, which have approximately 10% durability remaining but still retain the same destructive power. This will allow them to destroy remaining objects and units as if they were brand new, in some cases taking minimal damage and even replenishing durability by receiving veterancy upgrades.

      Furthermore, it makes sense to repair experimental units, preventing significant damage accumulation and maintaining their effectiveness.

      Please join the discussion.

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      • cychwa_klaymbergC Offline
        cychwa_klaymberg
        last edited by

        I'm not sure repairing units is a good idea, as it costs resources. It's generally more cost-effective to just dismantle them and rebuild them.
        This is seems like a function that tracks the health of all units on the map and changes their stats based on their health = additional computing power for the game, especially in games like 16-player Dual Gap. I'd also like to point out that using "punched" experimental items to gain veterancy, partially heal, and boost regeneration is part of the tactical decision-making process. Furthermore, it's an interesting gameplay element (whether it works or not), and you're essentially proposing to remove it.
        Turrets will become a stronger point, especially well-defended points, as they damage targets in a larger radius and are usually covered by shields.
        What about a commander who deals a lot of damage with overcharge, like a spider? If the spider is weakened, that would make this experimental build less effective.

        In my opinion, this is not necessary.

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        • FtXCommandoF Offline
          FtXCommando
          last edited by

          Creates way more problems than it solves, the game doesn’t need even more snowbally combat

          1 Reply Last reply Reply Quote 0

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