Health scaling off of total hitbox/mass

Small avatars always get a huge advantage over huge avatars in most fighting games, you’ll have a 2ft tall guy one hit an 8ft guy in a sword fight, without the big guy being able to hit him! In shooting games there is a similar issue, the big guy will always be targetted and easily shot from the other side of the world.

I got a suggestion from a friend of mine which is health scaling off size, since people can become giant by changing their genetics in the laboratory and the game mainly focuses on fighting I think that’s actually a needed chance, I thought of making everyone have the same, consistent hitboxes but then the game wouldn’t be as realistic.

I don’t want to make giants too tanky and dwarves to easy to kill to the point you can just crush them, health scaling off hitbox will definitely be added but I need suggestions, also should I make it scale off of size or mass?
(size, if someone has 2 times the size he has two times the health, for mass if someone is 2 times the size then he will have 8 times the health since he will have 8 times the mass)

Some weapons deal quite a lot of damage in the game, especially artifacts.

You get their scale or size of mainpart of your’s model characters

Then cacluted, add limit damage with limit health (such as min and max) and other things for balance (Depends Based on your game)

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I know that, just asking whether size or mass is better for balancing.

size or more specifically the size of the hitbox

i dont think mass really matters at all for a fighting game, only the hitbox

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I think you should scale it based off of size. Perhaps you can make the scaling exponential from the “normal” size.