Glovz said:@Jim
I'm still at work so I haven't had a chance to review things thoroughly, but when you list single DT and DR values are you saying these values would be for Normal type damage or for all types of damage? Maybe I misunderstood something in my quick glance.
The examples I listed were for normal only, but based on the stuff you mentioned there can be a lot of variation (floaters no bonus for fire, etc.). I just think it'd be better for simplicity's sake to just keep everything in the orders I mentioned (i.e. +1, 2, 3, etc. DT, corresponding with +10, +20, +30 for DR).
In other news, I'm planning on two new features:
- Shotguns: I've settled on higher damage up close, and lower damage at long range to give them more of a shotgun-y feel.
- Needler pistols: I think what this is meant to mimic is poison damage, so it might be fun to actually make it so. I'll experiment with a combatdamage hookscript that looks whether the armor was penetrated, then removes all damage and replaces it with a range of poison damage (more for regular rounds, less for AP rounds). Might actually make poison resistance useful for a change.
EDIT: Hmm.. forgot how slow the poison works in the game. Might have to devise something different, but still incorporating poison resistance.