Here is the
changelog of buildings according to
Patch October 29th 2014, if someone is interested in:
Ambient Buildings
Our goal is to improve the gameplay value of buildings and reduce the potential frustrations associated with their use. The first step towards achieving this goal is to increase the transparency of a building’s structural integrity. By doing so, players are better equipped to analyze the battle field and its potential assets. Future improvements will focus on gameplay and interaction. This might include improving the functionality of a weapon team within a garrison or providing the player with a better means of identifying each structure type.
Improvements
- Building “panels” now have a real health value, rather than rigid conditional destruction
- Buildings can now have independent tuning for their “panel health”
- Area of Effect weapons can now have independent tuning for how they damage panels over their AOE
- Buildings are now destroyed when 50% of their total panel health is reached, rather than 50% of total panels destroyed
- All team weapons which can be garrisoned within a building now share the same setup/re-position time of 4 seconds. This means a MG42 will take 4 seconds to switch windows and begin firing, as opposed to their old functionality which relied on their reload time. This creates more consistent behavior between team weapons and prevents some weapons from having delays as high as 6 or 7 seconds.
Panel Health
All ambient buildings are made up of a number of panels. Panels are meant to represent sections of walls, roofs, and floors and allow pieces of a building to be destroyed while leaving other pieces intact.
Previously, to destroy a panel you needed to meet one of two requirements:
- Deal X amount of damage to a panel in a single hit
- Deal X/2 damage twice to a panel
Additionally, panels could be immune to certain weapon types (ballistic, explosive, small arms, flame). As a rule, they were immune to small arms.
With this system, panels were either never damaged by certain weapons (Flak Halftrack, etc.) or always killed instantly by certain weapons (IS-2, etc.). Flimsy wooden structures being immune to 20mm weapons and castle-like structures being vaporized by mortars or other HE weapons did not fit within our design vision.
Now, panels have the following properties:
- Panels have a maximum health value
- Panels have a minimum damage value that must be exceeded before it takes damage
- When a panel is dealt damage, it reduces the total health of the panel like other objects in the game
- Panels can be immune to certain weapon types
We created three types of building profiles: very_weak, normal, and strong:
- Very_weak buildings have the lowest panel health and the lowest minimum damage required. They are also no longer immune to small arms weapons. Any building that appears weakly constructed is considered very_weak. A weakly constructed building might contain a thatched roof or poorly aligned wood panels.
- Normal buildings are immune to small arms, have higher panel health, and higher minimum damage required. Buildings that appear well constructed are considered normal. They will typically contain wood paneling and a proper roof structure.
- Strong buildings are immune to small arms, have higher panel health, and the same minimum damage as Normal buildings. Buildings made of bricks or concrete, big churches (but not wooden ones) are considered strong
In the future, we intend to provide a means of easily identifying the structure type in-game.
The end result is that buildings will survive longer over the course of multiple combat engagements and be less prone to unexpectedly collapsing. Additionally, the health indicator on buildings will now be more accurate; better identifying the risk associated to its garrison.