Proportional Damage?

Hello.

I was thinking while i was making a fighting game if it would be a good idea to make damage output proportional to life.
So while you’re at 100% hp you have %100 firepower, when you have 30% hp you have let’s say 30%firepower,
and so when you’re too low you’re just useless, pretty much like in reality.

What do you think?

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That depends, If each person had a different type of weapon with different damage then I would say no.
The people with the better weapons would have a way bigger advantage then they already do.
But if the game has some sort of ranking system then I don’t see why not.

I don’t quite understand what you’re saying, how people with better weapons will have a bigger advantage (besides the weapon’s default dmg)(weapons have boosted damage not health)

Thank’s for replying btw

For example,
I have a weapon that deals 10 damage and I’m shooting someone that has a weapon that does 1 damage.
I would have a way bigger advantage because he’s constantly doing less damage every bullet.

by the time he’s dead, he would have only done about 5 damage.

So I’m saying if you don’t have some sort of system that puts people in different servers with the same rank as they are, then no.

Sorry for the bad explanation

I’m guessing its guns but it wouldn’t be any different if its fists or something else.

yeah now i see the problem there. But i don’t want the damage output to vary too much. For example my damage outputs vary from 10 to 30 (with some exceptions like guns (i have one op/balanced gun that you have to charge for 15 seconds to 1 shot kill). Also my idea would work only for character strength related weapons like fists and swords, so not on guns. (there is no leveling system or op weapons that are meant to be common (you can buy from the shop))

but i guess it would be more balanced if i don’t implement my idea in game

also forgot to mention that every single weapon has different skills and those skill’s damage vary between 10 and 30
my bad for the confusion

This could work very well after running out of ammo for close range combat but make sure your game isn’t easy to exploit, If someone were to constantly teleport behind someone and punch them then the player won’t have a good time playing.

yeah i agree on you with that ': |

I like this idea very much so you should go for it but before you implement it,
Make sure you have some sort of system to detect exploits.

i’m not going on with anti exploits stuff for now since my game isn’t anywhere near an alpha stage, but this was an important detail so i don’t have to change 10000 of scripts later just because of this

yeah, But good luck!
I hope you figure something out

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