So. Let’s talk a little about explosions.
First one: while powerful explosives are quite rare they are almost useless. Why useless? Just because they don’t make so much damage that can cover their prices. To be honest - most of powerful explosives aren’t needed for player. The player can have some of molotov’s cocktail and sometimes a grenade to collapse a part of a building.
So, my idea is next:
- Shockwave must not be clear.
- Shockwave shouldn’t be such small.
- Shockwave must not carry only one effect at once.
- Shparnel must fly a way more far than now.
- Shockwave must move items from their positions and these items must damage everything depending from their weight and volume. Like a vehicle being run on some speed, but the weight is far more lesser.
- Obviously, any explosion usually makes smoke, but it seems like smoke and fire cannot be at one tile.
So, we need to rebalance explosions.
- Ground zero. It’s epicenter of explosion. Tile and items in that tile will get full force of the explosion.
- Heavy damage zone. Every item will be grabbed by shockwave and will be thrown. Than more weight of the item than more damage it will get and than lesser distance of a point where it’s thrown, and than more damage will be applied to the unfortunate who was on their way. Mobs within the range will get heavy overall damage, will be thrown and stunned, deafened, may broke their bones, items in their inventory can be damaged too (ammo explosion in a pocket, lol).
- Light damage zone. Everything, which can hear will be stunned and deafened at this zone and will get weak overall damage. Also it’s same way - than more volume - than more overall damage. Windows usually will be broken after.
- Flash zone. Some of explosions can illuminate some range. Sometimes they can illuminate too strong and blind everyone who was looking at epicenter. Extremaly high amounts of light could cause burns.
- Sound zone. The most widest zone. Seriosly, do you really think that 1 meter (for instance) explosion can be heard from 10 meters maximum? In other words explosions must cause LOTS of attention.
Every lower zone will be included in higher ones, so, ground zero contain all of the zones inside, heavy damage zone contains all except ground zero and so on.
So, next one. Shockwaves must weaken as they go through something. Have you ever seen a weak explosion between a paper box and a metal tank and they both passed the shockwave for same distance? Of course no. I don’t think that if you try to blow up a window and a metal wall and there’s a zombie after these tiles then the zombie should get same amount of damage.
Well, another side of the coin is that fact that powerful explosion will take much CPU-time, but … well, that’s fair price.
And, of course, chemistry. It would be if there was a new craft system where you can CONFIGURE things you do: choose how much light will give your handmade flashlight, or what current is giving a taser you make - big amounts will consume batteries faster and there’s higher chance of zombie will be stunned for long or killed. It same for explosives - choose what amount of element/fuel/oxidizer you want to add in explosive. Added too much plutonium in a mininuke? Well, it will spread the plutonium around epicenter for long distance and explode weaker.
So, i think we need to add more compound reagent in the game: oxidizers, reductants, catalizators and so on.
Oxidizers: MnO4, PbO2, KNO3, NaNO3, NH4NO3, CrO3 and so on. Their only difference in explosives is their speed of dissolving and energy of dissolving.
Reductants: Al, %insert_organic_reagent_name%, Mg, Fe, and so on. They have same difference as oxidizers.
I think we need to remake chemical system in the game completely and make simple and binary reagents.
I want to sleep.