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IDProjectCategoryLast Update
0022421AI War 2SuggestionDec 24, 2019 1:46 pm
ReporterChthonic One Assigned To 
Severityfeature 
Status newResolutionopen 
Product Version1.025 Hotfix 
Summary0022421: Hydral Flagship style weapon
DescriptionThe idea behind the hydrals is that they can lose and regrow their heads, but the heads can remain active for some time independently.

Smaller hydral ships can only do this on the destruction of the ship, but a larger hydral ship may be able to survive the loss of one of it's heads, and regrow it completely.

That's the idea, here is how I picture it:

Flagship has no shields and a bunch of health. It has a special weapon with X copies. This might vary from flagship to flagship, or be adjusted for balance purposes. It will have either vampirism, or more likely self repair at a certain rate.

As the flagship drops from 100% to 10% health, it loses a weapon. When it loses a weapon, it spawns a copy of that weapon as a Flagship Head. The head only has one copy of the weapon. Heads will not have self repair or vampirism. The heads may have a higher rate of attrition than normal depending on balance.

The formula for this can be Active Weapons = Floor((CurrHP - 10)/90 * Heads)

There will be a problem with fluttering spamming lots of heads. By this I mean the ship loses just enough HP to lose a head. Then it heals slightly and regains it. Then it gets hit again, and now there's 2 heads. To combat this, Active Weapons cannot rise unless Floor((CurrHP - 10)/90 * Heads) = Round((CurrHP - 10)/90 * Heads). I.e. it has at least 50% of a head regrown.

It should be possible to make any flagship except the shield one a hydral version, which is guaranteed to come with 2 lines of hydras.
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Chthonic One

Dec 24, 2019 1:46 pm

reporter   ~0055132

Just realized I should replace "Floor" with "Ceil" up there. I was in a hurry, sorry.

Issue History

Date Modified Username Field Change
Dec 24, 2019 1:32 pm Chthonic One New Issue
Dec 24, 2019 1:46 pm Chthonic One Note Added: 0055132