So, my players got a bit busy again with the new rules I thought of.
First of all, the new "vision" mechanic works great. But it needs some fine tuning I guess.
There are now 6 kind of weapons, regarding this "vision" mechanic. Which I couldn't do before due to balance reasons.
- Normal
- Piercing
- Volatile
- Arc
- Flow
- Seeker
*Normal is obstructed by all obstacles. Depending on the map, the accuracy can drop very fast. Weight is 100%.
*Piercing ignores all obstacles. The super rail guns if you will. Weight is 200%.
*Volatile will only ignore obstacles in the target location. A high explosive grenade could fall in this category, but also a canister with gas. Weight is range plus 1, divided by range.
*Arc ignores all obstacles between the attacker and the target. The first set of artillery fall in this category. Weight starts at 133.3%, but goes up as range goes up, it never reaches 200% though.
*Flow ignores the first few obstacles to a certain range, then will act normal further on. The energy on the flow is gone, if you will. Flamethrower weapons that rely on napalm distribution fall in this category. The weight is calculated the same as that of the Arc. But with the difference that the 0 spot also counts as ignoring obstacles.
*Seeker ignores 1 to a few obstacles, but is limited to only a few. Heat seeking missiles fall in this category. The location of the obstacles is free, unlike the Volatile, Arc and the Flow weapons. This makes an equal amount of Seeker being the average as if it was between the other 3 types and Piercing. The 0 spot and range 1 share 1 level, just like the flow types.
If I would apply 4 range (medium in the game) to all 6 weapons. (4 range contains the spots 0 to 4, thus 5 spots):
- Normal would weight 100%.
- Piercing would be 200%.
- Volatile would be 120%.
- Arc would be 160%. Because 3/5th is between attacker and target at a maximum range.
- Flow with 1 piercing level would be 140%, 2 gives 160%, and 3 ignore levels is 180%. Simply because the first level is actually 2 spots already.
- Seeker, with 1 level would be 170%, 2 levels 180% and 3 levels 190%. 4 levels is of course 200%, but this design is possible to differentiate between piercing and seeker types when upgrading range by XP spending.
***
I don't know.
Too much detail?
It sure gives a brand new set of flavour to the game.
If you where a player. Would you choose seekers or not?
And if you choose seekers, would you stick with the lowest level, or pick a higher one?
Only seekers give me a bit of a troubled feeling tbh.
Another way to deal with things, is simply remove all. Except for seekers. Then simply put this "seeking" on any other type. And push the lower levels, lower to the 100%.
Now that I slept on it. Seekers surely have a too high of a cost. Although, it is practically balanced outside the list of seekers. It is not inside the list.
In the example, I need to get the numbers between:
140 and 200
160 and 200
180 and 200
I tried average.
Can't multiply the number above 100 by 1.5.
But perhaps multiply the difference by 1.5 and subtract it from 200.
I would get:
160
173.3
186.7
Which are numbers that I can easily work with for this range.