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Renaming 2 attributes

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X3M
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Ok, here is the topic of 2 attributes. That need a rename.

I have Explosive and Chain-Reaction.

Explosive is based on suicidal units. You know those units that explode on impact? Some examples are:
Devastator from the Dune games.
Spider mines from Starcraft.
etc.

Chain-Reaction is based on splash damage. Although it is mechanically speaking simply rolling if a die becomes multiple hits. It isn't a damage die, since a hit results in yet another reroll for more hits. "The die explodes"
There is an option to limit the number too.

***

The Chain-Reaction is often confused with being an explosive. Even I did this in the other topic. So, perhaps I should rename this into Explosive.

But then, what should the other attribute be? Suicide?
I don't like that name. Any idea's?

X3M
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Suicide is not an option...

Destruction?
Sacrifice?
Obliviate?
Annihilation?

What else are options?
A 1 word description would be best.
For any design that is removed from the board after being used.

jweaves
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Ability Names

For the first ability (hits and dies and does damage) I would think Sacrifice, snuff, or something that implies the end of something?

The second one: chain, explode, or something that would continue seems appropriate.

I can see why the current words could be confused.

Stormyknight1976
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I use the

Thesaurus to help me out with words and different meaning to the ones I want to use in my games.

Instead of using suicide which I to wouldn't use. I thought about the word: Negate.

Negate / thesaurus:
Annihilate
Belie
Cancel out
Disallow
Invalidate
Neutralize
Nullify

Just something to think about.

Jesse

X3M
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I see another

I see another "Sacrifice".
And another "Annihilate".

While other options are given. Most of them don't give the "feeling" that we search for, while english is our second language. I think that has something to do with it too.

I guess I am going to check for both of the options. Which one fits best.
Luckily, these are attributes. But having them in the game statistics means they might have an abbreviation.

Therefor. The Annihilation or Annihilate attribute is the best option. It also "spells" the doom it can cause.

I am happy everyone agrees on that "Suicide" is not an option.
I think this topic is done now. Thanks!

X3M
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Sacrifice

I am already using this attribute. It is part of the main attribute. Although, I am describing it. I use sacrifice, since the pieces in question only sacrifice a part of themselves in the proces.

So, I made a good choice. Thanks again!

questccg
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I agree with you 100%

"Sacrifice" is better than "Suicide". Just not good language to use the term "Suicide" like everyone above pointed out. "Sacrifice" still means the same thing... But it is much better in terms of "good language".

Congratulation on choosing "Sacrifice".

And what is the second one??? "Exploding" or was there another option... I think we only covered 50% of the topic... Since you said "2 Attributes"... What was the resolution of the 2nd attribute???

I just reviewed and it was related to "Chain-Reaction" and your thoughts were on "Explosive"... (I think) Please clarify if I am wrong.

Cheers!

X3M
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To clarify

Chain reaction is now Explosive.
Explosive and "Suicide", are now Annihilation and Sacrifice.

Sacrifice is the weaker version of Annihilation.
Where Annihilation removes the attacker completely.
And Sacrifice will only apply damage.

Think, Stim Packs, when thinking of sacrifice.
It can be healed.

Also, there are 2 variants of the annihilation attribute.

1. The "last part" of the body is refunded.
2. The "last part" of the body is included in the damage.

Most designs follow the second option.
Think Spider mines or infected marines.

The first option is rare. And only applied if the calculation proofs to be too hard. Or the unit has a ridiculous high ammount of health.

The rest of the body can be used as a wall during the units' life. Thus this is not used for extra damage. Only to prevent abusing the rules.
This extra health is also taken into account if it happens by a random die roll.
If you need to roll a 5 or 6 in order to kill an infantry. Then this infantry has "2 health" as wall and "1 health" as annihilation part.

The last category would be projectiles that cost money. They don't have a body. But sonce the player pays for them on the spot. They deal more damage. Since there is no health, they always are annihilation weapons. A one time use only. But clean, since there is no refund, no extra damage, and thus a clean exchange of resources.
The unit shooting these, is partly a production facility.
Think, Scarabs, when thinking of these projectiles.

The latest weird stuff would be units that have 2 or 1 health in the prototype version. (They are at it again...)
I simply said, 1/3th of the body. Period.
So a 1 health unit with 0 speed would have a body cost of 6.
A refund of 2... in a game where riflemen cost 100.

I think it is absolutely clear. That refund in my public version will NOT take place.

The highest possible damages are Explosive with Annihilation (no refund). And a cooldown of 7.

Feel free to ask if thinks are unclear.

jweaves
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Sacrifice

To me, at least, Sacrifice doesn't really mean to deal damage .. it means to give up something.
and Annihiliate means to damage A LOT. Like to where there isn't much (if anything) remaining after the annihilation has happened.

questccg
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Let me clarify a bit...

jweaves wrote:
To me, at least, Sacrifice doesn't really mean to deal damage ... it means to give up something.

I think you missed the context. Picture units that "Sacrifice" themselves to do more DAMAGE. Like a SUICIDE BOMBERS. That's the reason X3M did NOT want to use the term "suicide" as it's got a BAD connotation. "Sacrifice" is in the same vein, in that you are "sacrificing" a unit for some untold DAMAGE AMOUNT. Do you see now the correct "context"???

jweaves
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Sacrifice

jweaves wrote:
To me, at least, Sacrifice doesn't really mean to deal damage .. it means to give up something.
and Annihiliate means to damage A LOT. Like to where there isn't much (if anything) remaining after the annihilation has happened.

Sorry, this is the part I was referring to:

X3M wrote:
Sacrifice is the weaker version of Annihilation.
Where Annihilation removes the attacker completely.
And Sacrifice will only apply damage.

X3M
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ah yes

My idea is that Sacrifice is simply removing a bit of health of that unit. The unit sacrifices its health. The value of that health is then considered to be put into extra damage that an unit can do.

In my prototype. We have this 3 to 1 rule. Where 3 health equals 1 damage point for balance.
If the cooldown of a weapon is infinite. The damage is even 4 damage points. But a one time event only.

If this unit would sacrifice 1 health point. This value could be a 1 time only event of adding extra damage. This would be a 1.333 damage point. And since it is a choice, only 50% damage will be added.

So the unit can do either
3 health with 1 damage point.
Or
2 health with 1.667 damage points.
Or
1 health with 2.333 damage points.

0 health is not an option for the sacrifice unit.
A down side to this is that if you pay close attention to the health and the damage points. It isn't worth it, unless you can heal afterwards.

Another fact is that Sacrifice is only possible for units with more than 1 health.

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