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Planned feature: Body armor

Here you can see some of our planned features for Superfighters Deluxe.
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Gurt
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Planned feature: Body armor

Post by Gurt » Tue Mar 08, 2016 8:53 pm

Planned feature: Body armor

Body armor can limit and absorb certain damage.

- Body armor can absorb certain types of damage to a certain degree.
- Max 100 armor can be collected (you start with 0).
- Different armor boosts can be dropped and collected (+25, +50).
- Armor will absorb 50 % of incoming damage from projectiles and explosions. Remaining 50 % will drain your health as usual.
- Fall damage and fire damage ignore all armor.
- Blunt melee weapons will ignore all armor (this include fists).
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Post by Shock » Mon Mar 21, 2016 6:22 pm

The next good idea. but what you've must done with cosmetic body armor ?
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Post by The Adventurer » Mon Mar 21, 2016 7:19 pm

more one of my old ideas... i like this gurt... bullet prof or something like... but about the bazooka rocket? will this protect the player about the bazooka's rocket? (when riding in the rocket)
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Post by Hjarpe » Mon Mar 21, 2016 7:40 pm

Actual body armor won't be visible on your character, it will just be a stat like in old-school shooters like Doom. Cosmetic body armor will always stay cosmetic.
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Post by EleventhSymbol » Tue Mar 22, 2016 4:48 am

Hjarpe wrote:Actual body armor won't be visible on your character, it will just be a stat like in old-school shooters like Doom. Cosmetic body armor will always stay cosmetic.
It's also like CS:GO; helmets and armor don't actually appear on the character.

Also, will there be different types of armor, like fire resistant or explosive resistant ones?
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Post by Splinter » Tue Mar 22, 2016 10:33 am

Cool. There, some more weapon variety guys, in some cases it will be preferable to choose a pipe or bat over a machete. I like these little strategy details, like picking an uzi over a magnum against a low HP player.
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Post by Hjarpe » Tue Mar 22, 2016 8:05 pm

EleventhSymbol wrote: Also, will there be different types of armor, like fire resistant or explosive resistant ones?
Nope!
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Post by dudely-kay » Tue Mar 22, 2016 10:20 pm

can't the same thing be done using ApiScript ? even the part of picking in it up and +50/+25 power-ups can be done by an inside script if you choose to add it into your map.
also this could make the game infair and farther complicated. i guess that it is... debatable !
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Post by Billy » Thu Apr 28, 2016 11:34 am

I think the armor should be visible on the caracter 'cause ,also if sfd is pseudorealistic, it whould

A) be cool

B) easily visible if someone wears armor (think over you got 10 hp and a sniper, last enemy comes with 30 hp in range you shoot and hit him but HE IS STILL ALIVE and you have no idea why cause you dont see armor
A extra health bar for armor will lock like crap in the map i think
Last edited by KliPeH on Thu Apr 28, 2016 1:02 pm, edited 1 time in total.
Reason: Fixed quad-post. Do people even proofread their own posts?
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Post by Hjarpe » Thu Apr 28, 2016 7:05 pm

Billy wrote:I think the armor should be visible on the caracter 'cause ,also if sfd is pseudorealistic, it whould

A) be cool

B) easily visible if someone wears armor (think over you got 10 hp and a sniper, last enemy comes with 30 hp in range you shoot and hit him but HE IS STILL ALIVE and you have no idea why cause you dont see armor
A extra health bar for armor will lock like crap in the map i think
The problem is differentiating functional armor from cosmetic armor (of which we may add several different kinds in the future). Plus, some clothes could potentially hide the armor, giving a slight advantage. So I'd rather have the armor be an abstract stat.
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Post by The Reptile » Thu Apr 28, 2016 9:40 pm

Ow yeah, hope you will merge this with stamina drain, thanks.
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Post by gwendalaze » Fri Apr 29, 2016 7:35 pm

I suggest to change the "absorb half damage" formula to this :
Armor damage = damage taken * armor value (ranging from 0 to 100) / 100
Health damage = damage taken - Armor damage

So people would still gather armor even when they are at low health : doom-like armor system only works if there is a plenty of health kit or other ways to heal yourself, otherwise there would be no point to collect them when you are low in health since only a little bit of armor would be used before you die.

Otherwise, i suggest making different items that would give a specific 'armor damage ration', just like the mega-armor in doom that absorb 2/3 damage instead of 1/2 or the magic shield in heretic that absorbs 3/4 damage until depleted.

Players would glow a color corresponding the armor picked up (for example, in UT, you glow bright yellow when equipped with the shield belt, that absorb ALL damage and that is OP), so you can tell wether or not it is a good idea to attack someone. A little icon next their health would maybe work if the glow thing do not feel right : a small shield for the basic armor, a kevlar vest for normal armor, a marine-like armor for a the best one
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Post by Motto73 » Wed Aug 17, 2016 9:51 am

I actually found this when I was bored:

Code: Select all

		public BarMeter Armor {
			get {
				return this.m_bars [2];
			}
			set {
				this.m_bars [2] = value;
			}
		}
Wow! It's Coming!

Code: Select all

			this.Health = new BarMeter (100, 100);
			this.Armor = new BarMeter (100, 0);
			this.Energy = new BarMeter (100, 100);
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Post by Iliyan » Sun Aug 21, 2016 3:59 pm

uffff this armor has room to improve make like 3 types of armor one for mele ,fire and bullets each one made by hard plastic anti disturbance suite ,fire proximity suit, kevlar suit?
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Post by Psycho » Sun Aug 21, 2016 4:14 pm

This Idea would make Melee Harder
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Post by Shark » Mon Aug 22, 2016 2:21 am

Very useful in hard moments ;-; like a M60 ATTACK
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Post by Rhodes » Tue Dec 20, 2016 4:25 pm

Hmm..maybe body armour could be slightly distinguished by maybe a small detail like a helmet or something?(Helmet has text, shows amount of body armour e.g 50, 75, etc.)
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