I'm already aware that missiles are going to eventually be heavily overhauled and fixed to be better. I have a suggestion to change the way missiles do damage.
The current way missiles do damage is by doing complete spherical-shaped area damage in a radius of outward-faded severity of damage. All blocks within the same "layer area" of this radius recieve the same damage. Blocks outward from the radius take less damage. I've created an illustration of how this is here:
The problem with this system of radius damage is that there is no damage reduction for hidden blocks or blocks that are shielded from the direct missile blast of exposure. This makes all missile marks to have the same, cheesy explosion crater of a perfect sphere. Really boring and rather overdone levels of destruction, in my opinion. Makes being a shieldless object that much more of a death wish.
My suggestion is this: For each progressively "buried" or "thicker-in" layer of blocks at the area of contact where the missile hits, damage should be progressively reduced. (Let's assume for this following scenario that the missile being fired is of high enough power to easily destroy the first several layers of blocks under the current explosion effect) The first exposed layer of blocks hit by the blast takes the full force of the damage and is destroyed; The second takes the amount of damage for its areas of radius minus the damage absorbed by the first layer; The third layer takes the amount of normal radius damages minus the damage absorbed by the destruction of the blocks of the first and second layers; And so on. I have illustrated this concept as I can best think of here:
Here is an in-game comparison of the current explosion effect compared to a mockup I created of my idea:
One thing I should admit: I don't quite know how this would work for complex-shaped areas hit by missiles (eg. say the top tip of a mountain was hit by a missile). Guess i'll leave it to Schema to run some sorts of magical equations or something on the coding for missiles to figure that out.
With this revamp of damage distribution for missiles, they lose their immensely overpowered destruction they typically bring with their giant radiuses.
One further note: With this, I also think that the relative values of direct damage and radius-of-effect should be nerfed. So basically in a nutshell nerf the power of missiles. Oh, but increase their relative speed. I can hardly battle PVP with missiles on NASS because even at high levels of power, they travel far too slow to catch up with my enemies going at 150 KPH. Perhaps the speed of missiles should be relative to the maximum set flight speed on the server, in order for the missiles to keep up with what i'm trying to hit.
So, what do you guys think?
The current way missiles do damage is by doing complete spherical-shaped area damage in a radius of outward-faded severity of damage. All blocks within the same "layer area" of this radius recieve the same damage. Blocks outward from the radius take less damage. I've created an illustration of how this is here:
The problem with this system of radius damage is that there is no damage reduction for hidden blocks or blocks that are shielded from the direct missile blast of exposure. This makes all missile marks to have the same, cheesy explosion crater of a perfect sphere. Really boring and rather overdone levels of destruction, in my opinion. Makes being a shieldless object that much more of a death wish.
My suggestion is this: For each progressively "buried" or "thicker-in" layer of blocks at the area of contact where the missile hits, damage should be progressively reduced. (Let's assume for this following scenario that the missile being fired is of high enough power to easily destroy the first several layers of blocks under the current explosion effect) The first exposed layer of blocks hit by the blast takes the full force of the damage and is destroyed; The second takes the amount of damage for its areas of radius minus the damage absorbed by the first layer; The third layer takes the amount of normal radius damages minus the damage absorbed by the destruction of the blocks of the first and second layers; And so on. I have illustrated this concept as I can best think of here:
Here is an in-game comparison of the current explosion effect compared to a mockup I created of my idea:
One thing I should admit: I don't quite know how this would work for complex-shaped areas hit by missiles (eg. say the top tip of a mountain was hit by a missile). Guess i'll leave it to Schema to run some sorts of magical equations or something on the coding for missiles to figure that out.
With this revamp of damage distribution for missiles, they lose their immensely overpowered destruction they typically bring with their giant radiuses.
One further note: With this, I also think that the relative values of direct damage and radius-of-effect should be nerfed. So basically in a nutshell nerf the power of missiles. Oh, but increase their relative speed. I can hardly battle PVP with missiles on NASS because even at high levels of power, they travel far too slow to catch up with my enemies going at 150 KPH. Perhaps the speed of missiles should be relative to the maximum set flight speed on the server, in order for the missiles to keep up with what i'm trying to hit.
So, what do you guys think?