Damage model
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DESCRIPTION

In this note, I will share how the damage in the game is arranged, about the types of ammunition and what malfunctions of the aircraft can occur in combat.

The idea of causing damage

Online session games provide an opportunity for players to compete with each other, and the use of means of inflicting damage is a way to assert their superiority over a particular player in battle. I really love games with a small Time To Kill (time of humiliation), but to drive off to the lobby from the first hit, because someone at random gave you a fight, this is of course very realistic, but often discourages any desire to play on, because the feeling of participation in the events disappears.

I tried to solve this problem in our game by keeping the TTK low and giving the players "on the other side" the right to a second chance.

Basic principles

The damage model is based on the principle of simplicity. This approach provides the most predictable result and reasonably limits the player from the influence of factors beyond his control (random).

In my opinion, this approach is the most optimal, since it allows players, without special knowledge of the mechanics of the game, to deliberately and predictably inflict damage to enemies. Complex mechanics are well revealed with a full understanding of all its subtleties. For example, no one would like to shoot at the enemy and watch how the shells pierce through him without causing damage, although the fact that the shells simply do not cocked because of thin armor, or the shells were armor-piercing at all, and there was simply nothing at the point of impact, sounds very reasonable. Most likely, at the moment, no one will figure it out - they will just quit and leave with the words "stupid game".

The game mechanics of online session games should be as predictable and understandable as possible.

Damage model

A classic damage model with HP was chosen for the game. To ensure a low TTK, the number of HP will be calculated based on the characteristics of weapons. On average, no more than 10 hits from a cannon or 2 hits from missiles of the appropriate rank are required to destroy an aircraft. If damage is caused, a critical malfunction can be caused.

Critical faults

The probability of a critical malfunction is determined by the characteristics of the armament (critical damage modifier) and the characteristics of the aircraft body (reliability).

There are three types of critical faults:

Avionics damage - reduces the maneuverability of the aircraft, adding a chaotic deviation of the aircraft from the set course, with a certain probability, the Rem can be restored. Avionics Kit;

Engine damage - reduces the speed of the aircraft and prohibits the use of afterburner, with a certain probability, the Rem can be restored. Engine Kit;

Fire - causes damage to the aircraft within a given time, can cause critical malfunctions (with the exception of fire), can be restored with a certain probability using a fire extinguishing system;

This approach allows the target to get a "second chance" and do something, but at the same time, it guarantees rapid destruction if the target makes systematic mistakes in piloting and using counteraction systems. At the same time, the probability of receiving critical damage at the first hits will allow the attacker to maintain the initiative and his advantage.

Autocannon ammo

In the game, ammunition will be divided into two types - high-explosive and armor-piercing. A feature of high-explosive shells is increased damage and reduced probability of critical damage. An excellent choice for light fighters, unprotected ground fortifications and vehicles. Armor-piercing, have a lower damage value with an overestimated probability of critical damage. They are well suited for the destruction of heavy bombers, attack aircraft and armored vehicles.

BRAINSTORMING

Well, now I suggest everyone to start a joint "brainstorm". Come on guys, tell me what you think and how could everything be improved in your opinion?

FreakGames PATREON 4 favs
VIEWS1
FILES3 files
POSTEDJul 13, 2022
ARCHIVEDJun 10, 2026