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[CANCELLED] Planned feature: Body armor

Posted: Tue Mar 08, 2016 8:53 pm
by Gurt
Planned feature: Body armor

This is a stretch goal and might not appear in the finished game at all.

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).

Re: Planned feature: Body armor

Posted: Mon Mar 21, 2016 6:22 pm
by Shock
The next good idea. but what you've must done with cosmetic body armor ?

Re: Planned feature: Body armor

Posted: Mon Mar 21, 2016 7:19 pm
by The Adventurer
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)

Re: Planned feature: Body armor

Posted: Mon Mar 21, 2016 7:40 pm
by Hjarpe
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.

Re: Planned feature: Body armor

Posted: Tue Mar 22, 2016 4:48 am
by EleventhSymbol
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?

Re: Planned feature: Body armor

Posted: Tue Mar 22, 2016 10:33 am
by Splinter
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.

Re: Planned feature: Body armor

Posted: Tue Mar 22, 2016 8:05 pm
by Hjarpe
EleventhSymbol wrote: Also, will there be different types of armor, like fire resistant or explosive resistant ones?
Nope!

Re: Planned feature: Body armor

Posted: Tue Mar 22, 2016 10:20 pm
by dudely-kay
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 !

Re: Planned feature: Body armor

Posted: Thu Apr 28, 2016 11:34 am
by Billy
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

Re: Planned feature: Body armor

Posted: Thu Apr 28, 2016 7:05 pm
by Hjarpe
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.

Re: Planned feature: Body armor

Posted: Thu Apr 28, 2016 9:40 pm
by The Reptile
Ow yeah, hope you will merge this with stamina drain, thanks.

Re: Planned feature: Body armor

Posted: Fri Apr 29, 2016 7:35 pm
by gwendalaze
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

Re: Planned feature: Body armor

Posted: Wed Aug 17, 2016 9:51 am
by Motto73
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);

Re: Planned feature: Body armor

Posted: Sun Aug 21, 2016 3:59 pm
by Iliyan
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?

Re: Planned feature: Body armor

Posted: Sun Aug 21, 2016 4:14 pm
by Psycho
This Idea would make Melee Harder

Re: Planned feature: Body armor

Posted: Mon Aug 22, 2016 2:21 am
by Shark
Very useful in hard moments ;-; like a M60 ATTACK

Re: Planned feature: Body armor

Posted: Tue Dec 20, 2016 4:25 pm
by Rhodes
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.)

Shield powerup/ A secondary health

Posted: Sun Feb 24, 2019 4:37 pm
by jlo
 ! Message from: KliPeH
Merged a new take on an idea with an already existing thread.
Maybe like a shield thing where for a limited amount of time the shield will protect you, not as if it will take like every shot, it will reduce the amount of damage you take, and maybe if we could have shield, but yeah I'm not getting into battle royale theme lmao lmk what you guys think

Re: Shield powerup/ A secondary health

Posted: Sun Feb 24, 2019 11:26 pm
by Cabo_Fiambre
The strenght boost kinda added that mechanic but it would be a really cool idea to have a separate item that gives you like a second life (one that drains quickly than the real life bar just to make it balanced).

Re: Shield powerup/ A secondary health

Posted: Mon Feb 25, 2019 12:54 am
by StarNord
jlo wrote:
Sun Feb 24, 2019 4:37 pm
Maybe like a shield thing where for a limited amount of time the shield will protect you, not as if it will take like every shot, it will reduce the amount of damage you take, and maybe if we could have shield, but yeah I'm not getting into battle royale theme lmao lmk what you guys think
Yeah, I am getting the whole BR vibe with your choice of phrasing, but I think body armour is a better, more suiting name for such a powerup, though I think this has already been suggested multiple times before.
Cabo_Fiambre wrote:
Sun Feb 24, 2019 11:26 pm
The strenght boost kinda added that mechanic but it would be a really cool idea to have a separate item that gives you like a second life (one that drains quickly than the real life bar just to make it balanced).
I don't think armour is a very good idea if it's anything but a limited time powerup, since that way it will give you an advantage in every combat situation, whereas ranged power-weapons only give you an advantage in ranged encounters and so on, but with armour, you will have an advantage no matter the situation...

I think if something like armour was added to the game it should lessen projectile and/or explosive damage and not affect melee damage, since to the SFD community, melee is this sacred bastion of skill that should never be tampered with!