Physics based combat system

Great course so far, I am really enjoying it!

I have to say though, that I’m not a big fan of a physics-based combat system in an RTS (using actual projectile collisions to do damage). The main reason is that there is no way for the player to affect the aim of his units. A very fast unit microed by a skilled player could be very difficult to kill in this system.

I think the projectile-based system might be used for e.g. siege units meant for destroying buildings, but in unit on unit combat, a hit should be in my opinion, by deafult, guaranteed.

I agree, the “Dodging bulllet” thing can be complicated to balance. One does not have to choose tho: one can have some units spawn projectiles and others (or the same in different mode) raycast for the kill (probably for less damage, or damage over time, like light machine gun… hmmm i have an idea… XD )

I also think adding some logic to the projectiles to have them be “homing” projectiles could help with this issue. The collisions themselves are mostly just to detect when the projectile has reached the target. Raycasting makes sense as well depending on what you want the projectile/firing to look like.

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