While playing today, got myself thinking about the fact that although bulletspam is a deadly thing in all circumstances, its threat grows exponentially as you near 1 HP.
What if we made that into an explicit feature?
A weapon which deals a specific % of the HP of the player we hit. Simple as that, but certainly interesting.
There are two obvious possibilities:
deal N% of current HP. Let's say 50% for simplicity. Such a weapon would be a great opener, but would Zeno's Paradox itself into being useless against low HP players. Which is like, whatever, since secondaries exist. So i guess this weapon would force the owner to use their secondary to finish off enemies constantly.
deal N% of missing HP. Again let's assume 50%. Such a weapon would be impossible to use at the start of the fight - it effectively cannot jumpstart itself to deal damage on its own, and needs some other damage source off of which to scale. Again secondaries come to the rescue, although here they are less effective, because secondary -> primary switch time tends to be a bit of an issue.
Of course, nothing stops us from flipping either of these around and making them depend on the owner's health.
Perhaps the main issue with these, as far as i can think at least, is that damage based on health makes it incredibly hard to compute the shots-to-kill of a weapon.
What are your thoughts on this? Should all of these variations be added, or only some, or none? What problematic scenarios can you imagine arising from these weapons? Can you find a way to package this HP% idea into something actually appealing?
While playing today, got myself thinking about the fact that although bulletspam is a deadly thing in all circumstances, its threat grows exponentially as you near 1 HP.
What if we made that into an explicit feature?
A weapon which deals a specific % of the HP of the player we hit. Simple as that, but certainly interesting.
There are two obvious possibilities:
deal N% of current HP. Let's say 50% for simplicity. Such a weapon would be a great opener, but would Zeno's Paradox itself into being useless against low HP players. Which is like, whatever, since secondaries exist. So i guess this weapon would force the owner to use their secondary to finish off enemies constantly.
deal N% of missing HP. Again let's assume 50%. Such a weapon would be impossible to use at the start of the fight - it effectively cannot jumpstart itself to deal damage on its own, and needs some other damage source off of which to scale. Again secondaries come to the rescue, although here they are less effective, because secondary -> primary switch time tends to be a bit of an issue.
Of course, nothing stops us from flipping either of these around and making them depend on the owner's health.
Perhaps the main issue with these, as far as i can think at least, is that damage based on health makes it incredibly hard to compute the shots-to-kill of a weapon.
What are your thoughts on this? Should all of these variations be added, or only some, or none? What problematic scenarios can you imagine arising from these weapons? Can you find a way to package this HP% idea into something actually appealing?