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SVC-3655
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| Type: |
New Feature
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| Status: |
Open
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| Priority: |
Normal
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| Assignee: |
Unassigned
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| Reporter: |
Marohen Kappler
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| Votes: |
0
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| Watchers: |
2
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If you were logged in you would be able to see more operations.
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Environment:
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N/A
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Issue Links:
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Relates
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This issue Relates to:
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SVC-3377 Estate/Region/Parcel-Selectable "Death" option for Linden Damage System
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In the diverse array of activities SL has to provide, it's damage system is a particularly weak element, so much so that-to prevent abuse-owners must use a script-based health and damage system, but this comes at a cost to the player in regards to a lack of ability to use personalized weapons, and is usually native to only one particular sim, thereby requiring the purchase of proper materials for each and every experience. What I propose is some limitations and settings that an owner of a particular land can implement that would generally improve the experience.
=A maximum damage/push cap: The underling fault with the present weapon system is that any person can set their weapon to push at such a great degree that one use of the weapon can kill a target. Therefor, an Owner can set a cap of how much damage is inflicted by setting a maximum possible amount that a person can be pushed by, causing any push weapon to exceed this level to reduce itself to the maximum, and thereby removing the potential for a one-hit kill.
=A Damage per Second ratio: With this, A person can only inflict so much damage in a given time, for example: 10% of push damage per 1 second. This means that the person must wait one second before he can inflict any more damage on the target. Say that the person inflicts a cap of 80%, even if he fires on the target with a weapon of any damage level it will have no effect until eight seconds have passed, thereby giving the target enough time to retaliate. Even with the first rule implemented, a person can still defeat a target simply by shooting it at the maximum cap many times over, which makes this necessary.
=Spawn points: Another underlying problem with the damage system is that, once a target is killed, they must respawn at their home, causing a serious break in gameplay flow. The most logical fix would be to allow the owner to set up a point in which a killed target will be relocated; a duration of temporary invulnerability would be put in place (How long being set by the owner) and the location could switch randomly between any number of pre-set locations.
While the social, creative, and financial elements of SL go strong, I'm afraid that the gameplay elements seem like an atrophied branch, all but completely forgotten and left to whither away. Certainly something like this could change that, and SL more attractive to a more casual, fun-loving segment of potential players.
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Description
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In the diverse array of activities SL has to provide, it's damage system is a particularly weak element, so much so that-to prevent abuse-owners must use a script-based health and damage system, but this comes at a cost to the player in regards to a lack of ability to use personalized weapons, and is usually native to only one particular sim, thereby requiring the purchase of proper materials for each and every experience. What I propose is some limitations and settings that an owner of a particular land can implement that would generally improve the experience.
=A maximum damage/push cap: The underling fault with the present weapon system is that any person can set their weapon to push at such a great degree that one use of the weapon can kill a target. Therefor, an Owner can set a cap of how much damage is inflicted by setting a maximum possible amount that a person can be pushed by, causing any push weapon to exceed this level to reduce itself to the maximum, and thereby removing the potential for a one-hit kill.
=A Damage per Second ratio: With this, A person can only inflict so much damage in a given time, for example: 10% of push damage per 1 second. This means that the person must wait one second before he can inflict any more damage on the target. Say that the person inflicts a cap of 80%, even if he fires on the target with a weapon of any damage level it will have no effect until eight seconds have passed, thereby giving the target enough time to retaliate. Even with the first rule implemented, a person can still defeat a target simply by shooting it at the maximum cap many times over, which makes this necessary.
=Spawn points: Another underlying problem with the damage system is that, once a target is killed, they must respawn at their home, causing a serious break in gameplay flow. The most logical fix would be to allow the owner to set up a point in which a killed target will be relocated; a duration of temporary invulnerability would be put in place (How long being set by the owner) and the location could switch randomly between any number of pre-set locations.
While the social, creative, and financial elements of SL go strong, I'm afraid that the gameplay elements seem like an atrophied branch, all but completely forgotten and left to whither away. Certainly something like this could change that, and SL more attractive to a more casual, fun-loving segment of potential players. |
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But I am not so sanguine about things that "nerf" attack capabilities in the fashion you describe, because they break down the essential verisimilitude of the environment we are trying to build. To me, nothing is more frustrating than to be in an exquisite reproduction of, say, WWII Europe, with perfect uniforms and weapons, and a gorgeous setting lovingly crafted, and your sniper sets up on the top of a mountain...takes aim at the enemy solder...gets his forehead in the sights...BLAM! And the sentry you shot points at you, because you gave him the equivalent of a paper cut.
In real life, an enemy soldier falls dead, the back of his head missing. In a damage sim, with a single-hit kill bullet – which a proper sniper rifle in that context should fire – kills the enemy. In an RP sim, using an RP hud that caps damage at 5 or 10% of total health, he looks up, sees the sniper, shouts, and a horde of soldiers falls on him and kills him...which is NOT realistic. The game balance is thrown off instead of being preserved.
This is not precisely a hypothetical. I have talked to people who have described this situation. Hand grenades should kill immediately because they DO if you are close enough to the blast. A handgun CAN kill with one shot if you hit the right place with the right ammo. This is what weapons really do. If anything is unfair, it is the real world which the death system more accurately models in that regard.
What isn't accurate is that bodies don't get whisked away to someplace hundreds of miles away instantly when they die. They fall down. Or get taken to a local morgue. OR a hospital. Let the parcel owner decide how to locally handle "deaths" or to keep the default if they want to.