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Change mines to damage and burn agents instead of instantly killing them

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#16 1 comment 0 reactions 0 assignees View on GitHub

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Assessment

Difficulty
4/5
Estimated time
3-5 days
Newbie friendliness
24/100
Issue type
Feature
Clarity
Mostly clear
Activity status
Quiet
Tech stack
kotlin
Domain
game-dev

Research direction

The issue names no files or tests. Start by finding where the engine handles an agent picking up a mine and where that pickup currently kills the agent. The change is to apply partial damage, then a lingering burn that another team agent can extinguish. Balance values are not settled, and the issue depends on #10, so confirm scope with maintainers before coding. Done means a damage-and-burn path with tests for the damage, burn and extinguish cases.

Written by the indexing model from the issue text.

Description

low-priority question

Instead of instantly killing the agent picking up a mine, they should instantly suffer 50% damage (value is up to balancing) and keep burning after the explosion. While burning, an agent slowly looses energy until the fire is 'put out' by another team agent.
The lingering fire damage could depend on the number of agents a team has, to make up for the number of agent that are available for putting out the fire.
In addition to Issue #10 nearby agents could suffer max 25% damage without burning. Again, final values would depend on balancing.

Dominant language
Kotlin
Stars
0
Forks
0
Avg merge
1d 9h
Merged PRs (30d)
16

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