Damage model
Hello,
we would like to ask something about damage model and repair unit features.
Usually the damage model in RTS games that try to simulate the real world are based on explosive power, kinetic energy, warhead type, with a mixed collection of correction factors, but at the end the hit points are just compared with the armour points of the targeted object to define the level of damage.
We think that another interesting factor to analyse is the angle of impact and the relation with the damage of specific instrumentations: in example, a sea skimmer that hit a naval unit on the front very likely does not damage the propeller, but the station present in the front of the boat.
To simplify the matter we could consider every unit splitted in four parts: front, port, starboard and rear, distributing the objects present in these compartments, then should be simply determining the damage suffered by a hit comparing as usual the hit point with armour power but damaging first the object present in the compartment hit and then distributing the remaining damage points to the other sections.
About repair feature: how to determine and set the time to repair, if repair is possible?
It is another interesting issue, but I do not want to engage you too much, so I postpone this matter to another post, after seeing how do you plan to manage the damage model.
Thanks in advance for attention.