[Suggestion] Cap for splash damage potential

HofNerd

Colony
Beta Tester
Extremely Helpful Person
At the moment attacks with splash damage (think of level 3 mortar, bushcricket bleed) have no hard cap on the damage they can do. For leafcutters a fight against multiple large bushcrickets is very costly and gets disproportionately more costly for each additional bushcricket added. With bleed it would feel more logical if the bleed per ant would be less the more ants in the fight. As the more ants there are, the less each individual ant is exposed. For mortar ants the acid spray only has a certain amount of acid. the more ants in range, the less acid there is per ant.
The general idea here is an upper limit to the amount of damage area attacks can do. And if there are enough enemies in its area of effect that it would exceed the cap, the max damage get's divided by the number of enemies in range before being applied to them all.
 

pakitane16

Colony
Aren't most attack in the game all AoE type of attack, not splash attack? AoE deals the same damage to target and non-target, while splash attack deal smaller damage to non-target. Also bleed is passive damage over time, like poisoned, your ants will keep losing the same amount of health even after fighting.
 

HofNerd

Colony
Beta Tester
Extremely Helpful Person
Aren't most attack in the game all AoE type of attack, not splash attack? AoE deals the same damage to target and non-target, while splash attack deal smaller damage to non-target. Also bleed is passive damage over time, like poisoned, your ants will keep losing the same amount of health even after fighting.
Now I know the difference between splash damage and AoE damage. (Thank you!)
The idea is to cap the damage potential of AoE damage. (The max amount of damage the attack can do over the enemies in the effect)
An example:
An enemy performs AoE bleed.
There are 10 ants in range.
It can do 100% bleed to 8 ants.
So against 10 ants it does 100% divided by 8 in bleed effect.

This should prevent a group of large bush crickets from being an extreme danger to the player and it should also make large numbers of wood ant mortar ants more on-par with rapidfire wood ants.
Those creatures would still have large damage potentials, but it would be capped to balance things a bit.
Take mission 2.1 on insane difficulty, if the player survives the 1st night it becomes relatively easy as the player can focus down the one portal that spawns waves. Setting up lvl 3 mortars with lvl 1 melee ants (since they have far more health than workers) allows the player to kill entire waves in seconds, as all enemies are in the same spot and all ants are firing at all enemies at the same time. Adding this cap would make the ants spread their max. damage over the targets, so each target would only take fairly limited damage.20190603141340_1.jpg
 
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