Shayu Posted December 11, 2015 Share Posted December 11, 2015 (edited) Just an idea I thought up. It should synergize well with this other concept here, but they should both work standing alone: http://forums.nexusmods.com/index.php?/topic/3534540-idea-better-melee/?p=31823865 ----- My concept of better damage comes from how un-immersive it feels that some firearms cause a bleed and others do not. You don't have to be craving hardcore realism to want damage mechanic consistency between weapons do you? My proposals: I. Weapon Bleed. Increase the damage of "fast" melee weapons and all conventional firearms (except for sniper rifles) by 30% or so. Then split that total damage 50/50 between upfront damage and a slow (12 seconds maybe?), infinitely stackable bleed effect. If the weapon comes with its own unique bleed effect, it should apply normally ontop of the first bleed. Increase the damage of "medium" melee weapons, and explosive weapons by 20% or so. Then have 75% of that total damage dealt up front, and 25% via a slow, infinitely stackable bleed effect. Increase the damage of "slow" melee weapons, and sniper rifles by 10% or so. Then have 90% of that total damage dealt up front, and 10% via a slow, infinitely stackable bleed effect. Leave all energy weapons the same, as they wouldn't cause bleed. II. Power Armor Damage Threshold Change Power armor so it works on a true damage threshold system, instead of damage resistance. Change power armor so damage is calculated on a limb by limb basis, ie the power armor plates don't stack DT on top of each other. Increase the DT of power armor accordingly to compensate for it no longer stacking. Under this new Damage Threshold system, damage should be calculated as such (Incoming Damage - Damage Threshold = Damage Sustained.) As a result any incoming damage below the power armors damage threshold would deal 0 damage to you; it would still damage the Power Armor's condition however. To compensate for this advantage, Power Armor should take 250% damage to its condition when any incoming attack deals damage OVER its threshold. ( After all, If your tank suit is being properly penetrated, then that means there are going to be some big holes left in your armor.) A special armor modification called "explosive reactive armor" should also be added to the power armor crafting menu. Equipped with this modification Power armor should take 500% damage to its condition when an incoming attack deals damage OVER its threshold. In exchange this mod should nullify ALL damage so long as the part of your body the damage hits is still covered by an intact armor plate. All attacks that strike below your Power Armor's Damage threshold should have their DoTs nullified, including the bleed mentioned in the previous section. III. Bandages (Optional) Add add 3 tiers of craftable "bandage" aid items that reduce bleed damage tics by 20%, 40% and 60% respectfully. These items would have the same duration as the standard bleed dots described above but the effect would also end prematurely if significant damage is sustained. The basic bandage would just be made of cloth. The more improved bandages would involve more components like super glue ect. ----- Any thoughts folks? I always thought it was weird that a walking tank could die by small arms fire, and that your average handgun didn't cause its targets to bleed. Pretty much all of the hard vlaues here are just suggestions. Tweaking would obviously be needed based on balance. Edited December 11, 2015 by Shayu Link to comment Share on other sites More sharing options...
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