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| == Max damage balancing ==
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| Mind that the max amount of damage via llSetDamage / PRIM_DAMAGE / REZ_DAMAGE is limited to 100.0
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| While objects can have health above 100.0, such as 1,000 for example on a mech.
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| llAdjustDamage does allow you to exceed 100.0 damage however.
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| This means that for balancing purposes especially with larger vehicles in mind. Say the biggest firepower possible such as super weapons or special weaponry on battleships/spaceships — which might not be player controlled but part of an objective system, if you are making content to balance weapons in mind that wouldn't exclude powerful weapons.
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| Partial damage weapons also additionally help extend the fun of combat by lowering the TTK (time-to-kill) and the use of tactical manoeuvres possible by combining different equipment. For example instead of a legacy pistol killing someone in 1 shot, you could have a situation where you wound someone with shots, take cover, throw a grenade, which also happens to detonate a nearby explosive barrel, blowing up your opponents to smithereens. Instant kill combat has it's charms in simplicity but it can get pretty boring and limit creativity dramatically.
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| -- [[User:Nexii Malthus|<span style="color: #111; text-shadow:-1px -1px #ddd, 1px 1px #888;">Nexii Malthus</span>]] 06:48, 26 July 2024 (PDT)
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| :After testing in the recent RC Bluesteel version, llDamage appears to be able to go beyond 100.0 damage -- [[User:Nexii Malthus|<span style="color: #111; text-shadow:-1px -1px #ddd, 1px 1px #888;">Nexii Malthus</span>]] 20:30, 31 July 2024 (PDT)
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