In the update 1.25, 2 major aspects of the game will be changed:
These changes are intended to make the assembly of armoured cars more varied and meaningful. Structural parts will become more specialized — depending on the faction, the parts will have their own features.
The system of different damage types and resistance to them supports the idea of variety in faction parts.
With these two new systems, players will be able to create armoured vehicles that are well protected against, for example, plasma weapons. And their firepower, on the contrary, will be focused against players who are not protected from flamethrowers and lasers.
In order to better understand how the new system will work, let’s briefly review the current system. Currently, weapons can deal damage in four possible ways:
For example, “Executioner” has two ways of dealing damage — direct, from a projectile hitting a part, and blast damage (from the explosion of a projectile). “Pulsar” also deals this type of damage. In terms of game mechanics, hits from these two weapons are not different in any way. We want to correct this situation.
In the new system, the damage type will be configured for each damage method for all weapons and perks. There will be 4 types of damage that will appear:
As a result, we get these possible combinations of damage types and methods of dealing damage:
It’s important to note that the damage type of direct hit and an explosion can either be the same or different. For example, “Pulsar” deals energy damage from both a direct hit and an explosion. “Executioner” deals kinetic damage by a direct hit and fragmentation damage from an explosion.
With the introduction of new damage types, the damage resistance system will change as well. In the current system, the part can have resistance to explosions and direct hits. In the new system, there will be no resistance to the methods of inflicting damage. In the new system, the parts will be configured to resist one or more types of damage.
Let’s also talk about the changes in the balance of structural parts. These changes are closely connected to the change in the damage type system. Two major issues we want to address with this change are:
In the current state of in-game balance, there is a direct relationship between the size of the part and its durability. This leads to a situation which makes larger parts unconditionally better than smaller parts in terms of size. In general, this is logical — the larger the part, the greater its mass and durability, the higher its rarity. However, this is bad for gameplay variety. We'd like to ensure that the players want to use not only the large legendary parts, but make the smaller ones useful for assembling any kind of armoured car as well.
To fix this situation we will shift the durability to size ratio. Small parts will become slightly more durable, and large parts will have slightly less durability.
Also, the parts will be distributed among the in-game factions. Each faction will have its own distinctive features. The difference will be in the following parameters:
For example, the parts of the Steppenwolfs will have a very high mass, but will be very durable and will provide a large increase in the durability of the cabin. The parts of the Steppenwolfs provide excellent protection against kinetic and fragmentation damage, but are very vulnerable to energy and thermal types of damage.
At the same time, the parts of the Lunatics are very light, but they are not very durable and provide small bonuses to the durability of the cabin. But almost all of the parts of the Lunatics are grilles that will have a large percentage at which they are shot through.
Another related change is a correction in the mechanics of the grilles. At the moment this mechanic doesn’t work quite as well as we would like it to, we are planning to improve it. We will share more details about the system changes with you with the release of the update.