Show Damage Number when Unit get hit by weapon

Bug #895677 reported by Holy_Master
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
In Progress
Wishlist
Unassigned

Bug Description

Well the logic isn't important but it look interesting.

Show Damage Number float over from the Unit that get hitting by weapon [only weapon that do damage to unit] . [like RPG]

[General]
ShowDamageNumber=yes (def=no)

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

LOL that would be fun.

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EVA-251 (eva-251) wrote :

An awesome idea for comedy and informative purposes. Would be absolutely hilarious with critical hits-
"CRIT!!! 325"

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WoRmINaToR (worminator) wrote :

this would also be a wonderful help to modders who are trying to figure out exactly how much damage a unit is doing to another (with calculating versus, etc.), so that he can fine-tune the damage and versus values for perfect balance.

Very strongly support.

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YR M0ddEr (yr-m0dder) wrote :

I dont understand why this totaly useless crap feature is assigned to DCoder, its a big waste of time, better request could be done instead of this

Revision history for this message
EVA-251 (eva-251) wrote :

We're not the ones dictating the priorities of DCoder- we are suggesting features and uncovering bugs to be squashed. Just because it's assigned doesn't mean it is coming straight to Ares within a week. Note that there is no Target Version yet also.

Also Worm, I'm pretty sure it's A LOT faster using Notepad(++) and Find to calculate those things... but it may just be me. A good arrangement of the rulesmd.ini helps big time here. I organize my ini by faction, then by unit sub-type in tech-level order, with unit entry followed by all relevant weapon entries, with all warheads following a standard naming procedure SS__ (IE SS_HE_ARTY) in a section directly below the last faction.

I think the informative/comedy purposes would go toward the end-user, who generally isn't going to be fishing around the rulesmd.ini for damage calculations.

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DCoder DCoder (dcoder1337) wrote :

There's a link called Issue History at the top right of every issue. It makes clear who changed the issue's status or assigned it to someone.

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WoRmINaToR (worminator) wrote :

@EVA, what do you have to say for CellSpread effects? What about Radiation? Also, I could go check every versus value and calculate it in a calculator if I suspected that is was imbalanced, but what if I'm just going along in a game completely unsuspecting and I see that "WHOA, that tank did A LOT of damage to that other tank!!"?

All in all, this would be useful one way or another as a debug/balance tool for modders and would be fun for the end user.

And for YR MOddEr, I think we have presented more than enough ways this would be useful...

Revision history for this message
EVA-251 (eva-251) wrote :

Cellspread and radiation? I know enough about CellSpread to know what is good and what is bad, not needing exact numbers in respect to it to know how to balance it.
Radiation on the other hand...shouldn't even be displayed (in regards to this feature). It's applied extremely rapidly by default and would make this feature more distracting than informative.

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Holy_Master (holy-master) wrote :

only 1 thing i worry is about when the weapon tha have CellSpread more than 1 hit the building that have more than 1 cell,i'm so wonder how the number display since the game seem to spare damage to all each cell of building. but i think ares team will have an idea for this.

imo because of this problem it very hard to balance AOE weapon vs building.

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Beowulf (genkosygin) wrote :

This would be awesome as a gag and for lulz. I support this.

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Darkstorm (bynnar-starblade) wrote :

As long as it is toggleable...

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Bug Importer (bug-importer) wrote :

I support as long as you can turn it off. It is perfect for fine tuning weapons and such.

~Hotrods20~
To lazy to log in on Dial-up.

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reaperrr (reaperrr) wrote :

If it's easy and fast to implement I'd say do it asap, because it would not only be fun, but as hotrods20 mentioned it would also help fine-tuning/balancing, since knowing exactly how much damage a certain weapon deals against a certain target can be quite useful to find balancing issues more easily.

If it's relatively complicated to do I'd say don't give it a high priority, because despite the mentioned advantages, there are many more useful features waiting to be implemented.

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DCoder DCoder (dcoder1337) wrote :

Isn't this pretty much implemented in FlyingStrings.cpp ?

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AlexB (alexander-b) wrote :

That's why I coded it so versatile. I had in mind to use it for this issue, and for the oil derrick money bonus.

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Graion Dilach (graiondilach) wrote :

And I will care about this one, then, after Bounty got merged in.

Changed in ares:
status: Incomplete → In Progress
Changed in ares:
assignee: Graion Dilach (graiondilach) → nobody
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