Urban Combat Damage Model Overhaul
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Ares |
In Progress
|
Wishlist
|
Renegade |
Bug Description
As discussed on the forums:
# UC.PassThrough on buildings would calculate the chance of PassThrough as before, taking SubjectToTrenches into account.
# We would have a flag UC.DamageDistri
Since, logically, 0% would actually mean "damage the exact opposite in full", which is kind of silly, I could make 0% a special case that never damages occupants, and always sends the full damage to the building.
# UC.DamageMultiplier and UC.FatalRate would remain, so even if only a fraction of the damage makes it through, the bullet could still land a lucky hit, or the shelter's make could still reduce the damage to the occupant further.
# If there is a CellSpread greater than 1, apply Damage/(CellSpread * OccupyHeight * SmallSideOfFoun
# Assaulter and its new brother UC.ClearBuilding would kill all occupants regardless of damage distribution.
##### ADDITIONAL INFORMATION #####
See http://
No flag names are fixed until this actually gets implemented.
If you plan on suggesting changes to this issue, please be aware that these plans are already the result of a community discussion, and, as such, any argument for a different implementation should be well-founded and convincing.
Wanted to add, if a warhead has 0% against a occupied building's armour (with UC.PassThrough) and also SubjectToTrench es=no, even if the warhead has 100% against infantry, it won't target the building. I think, since the weapon intends to go through the building, not attacking the building, a 0% on the building armour shouldn't matter, only the versus of the occupying infantry.