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Walls decrease explosion damage #2666
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Having a wall inbetween a projectile and a defensive tower does decrease damage because how the aoe splash works. If a projectile explodes further out and edge effectiveness is not 100% it will change the outcome. For not chain reacting you already have spreading. Walls are already being used quite a lot and im sure they will be used more as the game evolves. Making walls too good might become a problem. |
Provisionally approved by the Game Design Team, however if there is no technically feasible solution, this will not be implemented. |
Very nice. Since this changes how explosions interact with units I would assume that this would need to be handled on an engine level. @Dennshirennshij and I forked the engine and will try to implement this feature here https://github.com/Dennshirennshij/beyond-all-reason-spring. We both don't have much experience with stuff like this so advice is welcome. |
We have implemented a prove of concept of this feature. Right now every unit (not only walls) that is between another unit and an explosion reduces the amount of damage taken by 50%. This every unit affected by an explosion checks, if another unit is between itself and the explosion. Here a before and after video: No optimization of any kind has been done. At least for the "benchmark bar" scenario there seems to be no measurable influence on performance.
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Each game generally answers this kind of question via Lua. |
Description
When a wall is between an explosion and a unit/building, it receives less damage than without a wall.
Why?
https://github.com/beyond-all-reason/Beyond-All-Reason/assets/72305059/5cb21098-7900-4ebf-a61b-370dcd24e60a
What area of the game does this feature request pertain?
Gameplay
Other (optional)
I don't know how this could be implemented, but i can imagine that it may affect performance, because for every unit affected by an explosion it would need to be checked if there is a wall between them.
Of course this could be optimized by for example only checking for explosions above a certain size.
However the main idea behind this feature was to give the players a way to prevent their buildings from chain reacting.
Implementing this feature only for exploding buildings affecting other buildings would be enough.
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