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Damage Scaling

Discussion in 'New Version Suggestions' started by DarthGreg, Mar 18, 2000.

  1. DarthGreg

    DarthGreg New Member

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    If there was one new feature I would implement in Infiltration 2.8/3.0, it'd be damage scaling. Something where the user can define can multiply/divide the amount of damage Infiltration weapons deal. I find how bots pla Infiltration frustrating, too aggressive, so I'd have the guns deal less damage. While this may not be truly "realistic," I think it'd make for better gameplay. Just something to think about...

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    Darth Greg
    Dark Lord of the Sith
    DarthGreg@hotmail.com
    ICQ#: 40641320
    AIM: DarthGreg
    "Evil always beats good, because good is stupid."
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  2. Twinkacide

    Twinkacide New Member

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  3. Twinkacide

    Twinkacide New Member

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  4. Wanderer

    Wanderer New Member

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    Wonder why I never noticed that before? The damage mutator I mean.

    Anyways both of us, me and DarthGreg were talking about that. Yes, we know it doesn't meet the standard real life deal but server ops can be given control of the damage slider, from say realist to 75% realistc (or 50% but that's pushing it).

    Would certainly cover a broader range of people. You still support the realistic people by defaulting to realistic damage (and not letting it go higher) and cover the people who don't like dying so quickly.

    Anyways, just a thought.
     
  5. [121st]Burton

    [121st]Burton full-auto SIG abuser

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    Well in 3.0 you will die even faster, because everytime you get shot blood (and health) will drip out of your wound, so you'll loose every second a little bit of health. Damage amplification will be useless. You'll just bleed to death.
     
  6. Wanderer

    Wanderer New Member

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    Not amplification, de-amplification.
     

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