something i've tried to push for Warframe is Destructible Armor - for Enemies that are supposed to be Armored.
the tl;dr gist of that is many different damage zones across the body, some for increased actual Damage, others being for disablement or Et Cetera.
the important part here, is that Enemies that are intended to be more difficult, can do so without much vertical in the sense of protecting their weakpoints with Armor (exactly as it sounds, wearing Armor). but can be Damaged or destroyed with attacks, non Damaging utility things, Et Cetera.
that creates new ways you interact with Enemies, without simply making them a Bullet Sponge, perse. the same can be done with space magic as well, protective fields made out of destructible 'pieces', or whatever else.
these do make it take longer to eliminate an Enemy, but it's far more interesting a way for Enemies to 'progress' than never ending exponential increase on EHP and Damage Output(same goes for the Player in a game too ofcourse). because that's lame, and everybody knows it.
aye. more difficult being because of how you interact with it and it being something different (preferably unique but that can be pretty expensive) is much more interesting.
games that are okay with meeting in the middle for practicality sake and having special variants that are different and rarer, but not completely unique, is acceptable IMO.
Eximus Units in Warframe is this middle ground for example - using art assets that already exist to speed up, but still functioning significantly differently.
just like, the almost nothing else that has anything to do with reality in Vidjya Games?
pulling the Realism card only works if you actually want Realism. which applies to everything. if you're selectively choosing things to exclude from Realism, then it isn't Realistic and it's no different from the other games that use space magic. not that this is a problem.
the tl;dr gist of that is many different damage zones across the body, some for increased actual Damage, others being for disablement or Et Cetera.
the important part here, is that Enemies that are intended to be more difficult, can do so without much vertical in the sense of protecting their weakpoints with Armor (exactly as it sounds, wearing Armor). but can be Damaged or destroyed with attacks, non Damaging utility things, Et Cetera.
that creates new ways you interact with Enemies, without simply making them a Bullet Sponge, perse. the same can be done with space magic as well, protective fields made out of destructible 'pieces', or whatever else.
these do make it take longer to eliminate an Enemy, but it's far more interesting a way for Enemies to 'progress' than never ending exponential increase on EHP and Damage Output(same goes for the Player in a game too ofcourse). because that's lame, and everybody knows it.
In my opinion, I find the days where enemies didn't have super long name variants and tougher enemies were simply rare as they were like deathclaws in fallout or hunters in halo in their environment made for less complaints and boredom.
games that are okay with meeting in the middle for practicality sake and having special variants that are different and rarer, but not completely unique, is acceptable IMO.
Eximus Units in Warframe is this middle ground for example - using art assets that already exist to speed up, but still functioning significantly differently.
elemental bullets are a stupid idea. They have nothing to do with laws of physics.
pulling the Realism card only works if you actually want Realism. which applies to everything. if you're selectively choosing things to exclude from Realism, then it isn't Realistic and it's no different from the other games that use space magic. not that this is a problem.