Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » Variable camo body usable area
Variable camo body usable area[message #365707]
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Fri, 01 September 2023 16:18
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Bullpup |
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Messages:42
Registered:December 2020 |
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Camo kits can cover only 5% of body no matter how much armor and lbe the merc is wearing. I suggest making the camo body area, that is percentage of camo that camo kits can give variable depending on the gear the merc wearing.
I would give usable body area to 0% for full set of EOD body armor and 100% for completly naked merc. The usable body camo area will be the same as probability for bullet to avoid armor for whole body of merc.
For example, if merc has vest that has 70% chance to catch bullet, helmet that has 75% to catch bullet and pants that have 85% chance to catch bullet, then the camo usable body are will be 23.3% becose that is the average chance for bullet to not hit armor for all body parts combined.
You simply add 3 numbers, its the chance that each body part has to not catch the bullet, and after adding them you divide the resulting number by 3. For example above its like this, 30+25+15=70 70:3=23.3 then you round it down to 23%.
This is good for balance becose it rewards players for playing with weaker armor or no armor and punishes players turtling in full EOD armor set. Its also more realistic that the flat 5% that is in game now becose merc with only kevlar vest for example has shoulders and arms uncovered. It will make the weaker armors and no armor play more viable.
[Updated on: Fri, 01 September 2023 16:28] Report message to a moderator
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Corporal
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Re: Variable camo body usable area[message #365711 is a reply to message #365709]
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Fri, 01 September 2023 20:23
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Bullpup |
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Messages:42
Registered:December 2020 |
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You are correct, there is setting for camo coverage in INI settings. Its good to have but its not as good as my idea of variable coverage.
You misunderstood me, my idea has nothing to do with chance to hit, I simply want the percentage of camo that camo kit give be the exact percentage that a bullet that hit a merc has to pass the armor and deal full damage. As you know, all body armor pieces in this game have coverage mechanic where the lower the coverage, the higher the chance a bullet that hit, would not have its damage absorbed by the armor.
For example, a guardian vest with 70% coverage of torso has 30% chance to not do anything in case its wearer is hit in torso. EOD armor has 100% in helmet, vest and pants thus absorbing every hit all the time. I want the camo given by camo kit be exactly so much, how much body is not covered behind armor.
For example if merc has 70% coverage helmet, 70% coverage vest, 70% coverage pants, then camo kit should give 30% camo becose the average area od the body of merc that is not covered by some piece of armor is 30%.
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Corporal
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