Mobius Goddess on Nostr: I've been playing Doom 1 and 2 and co for a long time but barely paid any attention ...
I've been playing Doom 1 and 2 and co for a long time but barely paid any attention to how armor works. Now I've run analysis over Blue and Green Armor pickups.
To designers:
Armor in a way is a credit health. Blue Armor pick gives up to 200 potential extra health. Green Armor gives up to 100 potential extra health. That's right, the cap of extra health is 1:1 to armor count on both.
But in order to gain the full potential Extra Health, player is required to have enough Health. For Blue Armor you need 200 H to gain all 200 EH. It's a linear function, so at 100 H player already has 100 EH, and if they take damage and picks up enough medkits to fill additional +100 H, he can unlock the rest of the potential (+100 EH)
Meanwhile Green Armor gives 100 EH, which you need 200 H to unlock, since it absorbs less damage.
BA:
EH: 200
requires H: 200
GA:
EH: 100
rH: 200
Tho EH is 1:1 to Armor, it can be manipulated with +1 pickup, plus damage rounding, so it's approximation on pickup.
(1/2)
#Doom
To designers:
Armor in a way is a credit health. Blue Armor pick gives up to 200 potential extra health. Green Armor gives up to 100 potential extra health. That's right, the cap of extra health is 1:1 to armor count on both.
But in order to gain the full potential Extra Health, player is required to have enough Health. For Blue Armor you need 200 H to gain all 200 EH. It's a linear function, so at 100 H player already has 100 EH, and if they take damage and picks up enough medkits to fill additional +100 H, he can unlock the rest of the potential (+100 EH)
Meanwhile Green Armor gives 100 EH, which you need 200 H to unlock, since it absorbs less damage.
BA:
EH: 200
requires H: 200
GA:
EH: 100
rH: 200
Tho EH is 1:1 to Armor, it can be manipulated with +1 pickup, plus damage rounding, so it's approximation on pickup.
(1/2)
#Doom