Dev Blog 6: Body Armor!

Time Raiders
Time Raiders®
Published in
4 min readOct 21, 2022

By Mattew Nagy

Hello, Time Raiders Community!

Matthew Nagy, Lead Designer and Economist of Time Raiders.

Dev blog 6: Body Armour!

Armour is an actual physical armour (or forcefield or some other cool tech item) that absorbs damage.

At launch, Armour is based on WW2 things. As other time periods are unlocked, we will see other cool items like force fields, from full blown spherical protection (Star Wars) to simply a shield in front (Dune).

  • Editor: with some obvious Time Raiders specific differences; we don’t want George Lucas or Disney suing anyone!

Whilst we are still finalising all of the current and future aspects of Armour, here are some things that we are planning for launch.

The way Armour and Health work together is that there are health bars for each. The Armour health bar represents how many Hit Points the Amour has and the Class of Armour (Light, Medium, Heavy).

Armour Types also provide partial to complete protection:

Partial armour, we make an assumption that some bullets ‘get through’ and damage the uncovered parts. You won’t be able to see this in game, but in game some bullets will do full damage, others will do part damage. A ‘critical hit’ from an enemy would still do double damage.

Full cover (like on the heavy) provides full protection all over, the Armour takes the brunt of the damage, and a critical hit simply does 50% more damage, but only to the armour.

Any hits predominantly take points off the Armour first and a proportionate amount off of Health as the armour deteriorates, with some small exceptions:

‘Fully Upgraded Full Protection’ armour, we could mostly take off the armour, but take off 5% of the damage of the armour to the body (optionally), until the armour is ‘gone’

‘Part protection’ armour, we can take a slightly larger % of health off as the armour gets damaged

Armour gets damaged, and unless repaired with an Armour Health pack pick up, it needs ‘time’ to recuperate (be repaired) after a mission in the Hub, or repairs can be sped up with $XPND. The cost increases according to how high the Power of the Armour is.

Armour Protection according to Type and Class

Armour will provide a % of protection for the player from 0% to 100%, but the protection has a sliding scale depending upon the type of armour. It also depends upon the incoming weapon against the armour.

For example Light Armour:

  • Against Light Ammo: Provides actual % reduction to hit points according to % of Armour from 25%-100%, 25% from 1–25% and and none once 0%
  • Against Medium Ammo: Provides actual % reduction to hit points according to % of Armour from 0–80% with 80% max protection (even from 81–100%)
  • Against Heavy Ammo: Provides actual only 25% reduction of hit points when armour is above 50%, and 0–25% reduction of hit points scaling from 0–49%

Medium and Heavy Armours will provide higher protection, but in a similar way to the above.

The different character classes are able to use different types of Armour that are specific to the talents of those classes. For example:

  • A Sniper needs to remain nimble, so they can only use Light Armour.
  • A Heavy is stronger and meant to provide protection to the others, so is able to use Heavy Armour.

Future Releases

As the development progresses, in future releases, we will introduce Damage Types and Protection Types.

As we progress beyond WW2 into other eras, we can bring these same elements into play for other types of damage from weapons (laser, pulse, light, heat, cold, electric, gas, etc).

But for now, thinking WW2, we’re talking:

  • Melee weapon (knife, claws, bayonet)
  • Physical Projectile (Bullets)
  • Blast Damage (Explosions Radius)
  • Gas/Biological/Chemical/Radioactive, etc

Armour will play an essential role if how much protection the Raiders get.

I hope that all makes sense to you. But before I go, I always like to tell you about NFTs from the INO that are coming in the next beta build.

How would you like to call an aerial machine gun barrage against the enemy? If you own a Spitfire, you can do just this! From out of nowhere, the Spitfire appears and swoops in to take out a large swathe of enemies with its rapid fire machine gun attack. Perfect when you turn the corner and find a nasty horde blocking the way between you and the Loot!

If you haven’t got yours, there are still some available on Rarible and our own Open Sea page, so go get one before release, and you will have a huge helping hand when you need it!

Speak to you in the next blog and see you in the greatest treasure hunt across all space and time.

-Matt Nagy-

About Time Raiders

The Greatest NFT Treasure Hunt of all TIME

Players travel through time and fight enemies to find loot. They can use these precious resources to power up their characters and weapons, craft new items, or sell them on the player-to-player market.

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Time Raiders
Time Raiders®

Writing about the Greatest NFT Treasure Hunt of All TIME.