Hex Wars (name may change later) is an attempt to make a family friendly FPS/RTS online game. The idea is to have a game that plays something like a strategy board game with the players taking the role of the pieces.
Showing posts with label vehicle. Show all posts
Showing posts with label vehicle. Show all posts
27 July, 2011
Vehicle and Structure Hit Points
Ok after determining vehicle configuration I had a thought about how to determine total hit points. Because these structures and vehicles are going to be built from metal blocks, then the total hp of the vehicle or structure will be equal to the total number and type of blocks. Depending on which raw materials one uses to construct the structure or vehicle the hp will vary. So for example if someone were to collect 12 low quality iron, they could construct a small vehicle with each block contributing 25 hp each for a total of 300 hp. Now if someone were to use high quality iron each block would have 75 hp each for a total of 900 hp. Now there wouldn't be additional hp for high quality titanium or apoidium unless additional crafting has taken place. There could be additional recipes for double density titanium and apoidium, as well as another recipe for quadruple density apoidium. So going back to our example if one were to use high quality quadruple density apoidium for the same vehicle each block would add 300 hp per block for a total of 3600 hp. So while this would still be a risk it would be a much better investment in the long run, especially since builders/workers would be able to heal the hp back to full. The same principles would apply for structure hp, meaning that taking the time to collect and refine the high quality ore will pay off in much more sturdy structures and vehicles. I think that in the long run the faction that works together to make high end bases will be the victors.
Labels:
Apoidea,
apoidium,
game,
game design,
Hex wars,
Hit points,
iron,
structures,
titanium,
vehicle
25 July, 2011
Vehicles
So I had a brainstorming session with my very patient wife, and I worked out a few possibilities for vehicles in the game. First of all vehicle designs will have to be found and they will have a modular design approach. Small vehicles will have two modules, one of which will be used for a driver and the other can be used for either a passenger or one of several vehicle mounted weapons or other useful modules. So far I have worked out a mounted weapon module which requires 2 spots (one for the weapon and one for the operator of said weapon), a healing module that has an area of effect around said vehicle, an energy module which increases speed and weapon recharge rates, and a shield module which also has an area of effect. Empty spots can also be used to carry passengers and/or cargo of structures or storage. Vehicles will disappear when destroyed, including all modules that have been mounted. As such destroying a vehicle will be very difficult, meaning the hit points of a vehicle will need to be into the thousands. Hit points will vary depending on the quality and type of metal used to craft the vehicle. Speed and driver weapon power will vary depending on the type and quality of the energy crystal used in creation. The driver weapon is an automatic part of the vehicle, which is slightly stronger than the soldier weapon. All of the vehicles will be hovercraft type that won't touch the ground.
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