User:Nexii Malthus/SLMC/Dual Damage
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This is a proposal for moving on from LBA into a Combat2 Armor based system aimed at implementers such as weapon and vehicle creators.
LBA, or Listen Based Armor, was a system that made sense before Combat2. However now we have primitives for giving health to objects, allowing them to process damage much like an avatar does, as well as the great benefits that the Combat Log brings put LBA at a disadvantage.
On the other hand LBA has established etiquette and rules which would be good to carry on, for example the scaling of AT damage and health pools of vehicles and deployables as well as the concepts of LBA vs LBA Light to distinguish armor systems that are damageable by firearms. Previous proposal/drafts at moving to Combat2 Armor have had a lot of push back because of these reasons.
To move on, I've long ago proposed new damage types to tackle these issues. Most prominently we now have DAMAGE_TYPE_ANTI_ARMOR
(104) which is the LBA damage equivalent.
For this new proposal 10 LBA damage is 10 DAMAGE_TYPE_ANTI_ARMOR
damage. 200 LBA health is 200 object-health.
Armor systems are allowed to scale firearms damage such as from DAMAGE_TYPE_PIERCING
as appropriate for their vehicle.
Weapon systems should either be one of:
- Pure firearms damage
- Mixed payloads
- Pure Anti-Armor
Pure firearms damage would be a normal gun, no changes needed. Typically DAMAGE_TYPE_PIERCING
.
Pure Anti-Armor would suffer from the lack of anti-personnel damage. No changes needed. Typically DAMAGE_TYPE_ANTI_ARMOR
.
Mixed payloads is where it gets interesting, with the use of two llDamage calls we can issue DAMAGE_TYPE_PIERCING
and DAMAGE_TYPE_ANTI_ARMOR
, achieving balance based on the weapon and intended usage while not neglecting diverse armories that SLMCs wish to deploy to combat based on the situation.