I’d like to hear some thoughts on what is a good “health system”
for this kind of unit:
- very big, strong, and slow
- will be tanking many shots from much smaller units that can’t be dodged
- has up to 9 different turrets mounted on it
under these constraints:
- singleplayer only
- no HUD
- damage system should create opportunities for decision-making
- no smaller support units of any kind
- enemies will be a mix of stationary and mobile units
- RTS perspective
In Homeworld: Deserts of Kharak you have your large carrier from which you build units and that also has some weapons on it. If I recall correctly it works just fine no matter if it has 100% health or 10% health and repairing it doesn’t cost anything. In singleplayer you can load and save as you want, so I quite often found myself sending the carrier ahead without support into combat engagements in the singleplayer mode, because if he can get out of it alive, then I can repair it for free and have won a fight with zero cost to me. If I use any other kind of units, some will likely die and it costs me resources to fight that fight - in a game where you have a persistent resource and unit pool across the entire campaign. I thought that is a poor design decision for the singleplayer game. Granted, in multiplayer it’s a different story but I only care about singleplayer.
Some things I’ve brainstormed:
a) invulnerable from most angles, but super high-lethality weakspots from some small angles (think exposed reactor core or similar), would introduce quite a bit of randomness because AI units have wider spread with their shots
b) give each turret a smaller but regenerating healthbar (remember, no HUD), allowing them to get destroyed individually and then come back online after a longer cooldown period, and at x-turrets or more down at the same time you die
c) health non-regenerating, you lose a random turret at each 10% step of healthbar and there are single-use nano repair pads scattered through the level
d) it’s a stupid idea to begin with, abandon project (this is not a joke reply, this is how I feel about it most of the time)
e) health system that doesn’t just count damage but works with thresholds and basically makes low dps = no dps, but past a certain threshold it takes away one of 10 health points straight away in an explosion, disabling either a turret or slowing your movement, and you get x-seconds invulnerability and after that another threshold starts
f) turrets catch fire after certain amounts of damage, only burning turrets chew away at your (invisible) main health bar and they are not functional while on fire, but don’t take any additional damage either when being shot again while on fire, you get x number of fire extinguisher charges to extinguish fires and need to micro manage them yourself, main healthbar damage slows you down at certain thresholds, no way to heal that kind of damage during a mission
Any thoughts?