Topic: Proposed critical damage/movement rule-set additions.
I want to suggest some rules that might add some realism and flavour to Perpetuum. They should be fairly easy to code.
If a bot (PC or NPC) suffers more than 75% damage to its armour in less than one second, that bot has a 25% chance of exploding due to catastrophic failure.
Any bot that has its armour reduced beyond 50% shall suffer a 25% reduction to its top speed and rate of fire. If a bots armour is damaged beyond 75% its speed shall and rate of fire shall be reduced 50% to represent mechanical failure. Bots running around with full functionality and only a sliver of armour seems unrealistic.
Anytime a bot receives a 'Critical Hit' from an opponent, it will have a 5% chance to lose acquisition of any targeted bots. This would represent a bot being hit in that 'sweet spot' that flickers power to the targeting computer temporarily.
Bots using weapon modules against targets while moving should suffer a penalty to their 'to hit' probability. That penalty should also be present if the target is also moving. This would represent that it is tougher to hit moving targets and tougher to 'fire on the run'. Modules and skills could be implemented to reduce these penalties. These penalties should be slight but meaningful.
I think these rules might add a few elements to combat that we don't currently have and give Perpetuum PvP combat a bit of a surprise element and flare. Your opinions are welcome.