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Posted

This is a little offspring from this discussion:


This is my suggestion to spice up the very basic hitpoint system to make it more realistic and immersive without rewriting it completely

- If a unit gets hit with overkill (it gets significantly more damage than it has hitpoint left), it will always explode and burn as we are used to.
- If a unit gets killed without overkill, there is a chance (dice roll) that it won't explode and burn, but just smoke. Still counting as a kill, but without the explosion, fire and without the unit turning into a wreck.
- If a unit gets a siginificant hit (above certain damage output level) and thereby has it's own hitpoint reduced to below a certain threshold (30% oder 50% ?) there is an additional diceroll for a functional kill, meaning the unit gets killed, but no explosion occurs and no smoke occurs.

Maybe this would be good interim solution to spice up the very barebone hitpoint system?!

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Posted

Not all units should burn or explode, because of their material or lack of fuel (already implemented partially afaik) and it should also depend on weapon used (ie. incendiary). Obviosly infantry (current bug), some radar antenna, some buildings, shelters, bunkers... just a few examples.

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Posted
On 5/25/2023 at 11:14 AM, draconus said:

Not all units should burn or explode, because of their material or lack of fuel (already implemented partially afaik) and it should also depend on weapon used (ie. incendiary). Obviosly infantry (current bug), some radar antenna, some buildings, shelters, bunkers... just a few examples.

Yes, i totally agree. There still could be some smouldering fire or smoke on equipment that has neither fuel nor weapons on it, but no secondary explosions.

My improved* wishlist after a decade with DCS ⭐⭐⭐⭐🌟

*now with 17% more wishes compared to the original

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