I wonder how he can live under constant threat of suffocation due to all the air randomly collecting in upper left corner of his room.
Because the air is replaced by a cold fresh air. It's called a natural air circulation. You'd need a high energy state to create low pressure area, it's called turbulence, but it will not create vaccum by definition.
Temperature, pressure, even the second law of thermodynamics itself are simply results of macro scale statistics of micro scale events (still, I wouldn't count on second type perpetuum mobile, unless I was DR that is).
For any given air molecule stuff like pressure or temperature is meaningless. It's flying around, rotating, oscilating and bumping into stuff.
If it is possible to have a roomful of air disperse from single corner to fill a room-sized vacuum, then the inverse cannot be strictly forbidden. Only statistically so, thanks to it being very low probability event.
I probably should't talk about stuff like a supersonic shockwave propagation, but...
Ah yes, the aftermath of such situation (air rapidly expanding again) would likely kill Damned Registrations much earlier than suffocation, thanks for pointing it out.
ITT DraQ has problems with physics.
Not really.
Considering majority of RTS don't use number of amounitions
Easy enough to fix. May be amended by some sort of supply line mechanics, and not even invoked explicitly if supply lines are present depending on how little PITA do you want it to be for the player.
Even if explicit, why not have supply vehicles (deliciously vulnerable supply vehicles) coursing back and forth between base and your army just like resource harvesting units go between resources and your base?
For example tank may have 6HP, but antitank weapon may do 2d4 damage (some overkill against that tank type) this without considering any form of damage reduction and damage adjustment.
I also propose some way of adjusting for weapon effectiveness against given target, whether by simple x can damage y matrix, or DT
So 6 infantries with 1 damage would kill it in one second... I'm developmentally impaired and cannot into reading comprehension.
Apparently.
I also propose some way of adjusting for weapon effectiveness against given target, whether by simple x can damage y matrix, or DT, though DT would be trickier to adjust while maintaining the possibility of 1hit kills.
Hardcoding imunity against weapons is invitation to bug fest
How so?
If you encapsulate properly it's just the matter of damaged object checking internally if the damage source can damage it before calculating damage.
Less than killing shitload of tanks with a bunch of dudebros spraying them with ARs.
What's hard on "enemy needs at least 30mm DU to penetrate back armor on 90 degree angle"?
You need to calculate impact angle for every impacting round in a clusterfuck of possibly hundreds of units firing at each other, and then the results probably won't be distinguishable from pre-baked statistics for the player who is managing those hundreds of units.
You see, I'm the last person on this board who would object against realism and detail in mechanics, but I just don't see the reason for it if the game is played at such a large scale. Of course, if you can and are willing to make it work, then more power to you - it won't make the game worse (apart from maybe boosting the hardware requirements through the roof).
Also, this too would involve vulnerability matrix (albeit slightly more complex) you've just scoffed at.
I think the reasonable way of checking for damage would be rolling with weapon's AP modifier against AP threshold (modified for attack direction). Small arms, for example would never be able to cross threshold of tank's armour, regardless of roll, but 30mm cannon could do so for certain percentage of rolls with threshold adjusted for attack against weaker armour in the rear.
Well real world tanks don't have one hit kills in majority of situations, as long as they are not Russian "it popped the tower" tanks.
But you wouldn't have *majority* of one hit kills. Plus you could always add subsystem damage for large, more relevant units, stuff like checking for crew evac and so on, then pile it on top of the basic system.
Why are people thinking when user would need to protect his own hide he will not do anything stupid like leaving lying ammo on floor, or stuff like that?
Wait, what.
Rather than have damage be random why not simulate projectiles so that combat is chaotic (and impossible to master) while still allowing a skilled player to use TACTICS to his advantage
Again, it's good, but in the case of an RTS with large scale battles, I'm not sure if it would be practical to implement (a lot of calculations) nor particularly noticeable for the player (then again, Myth).
If it was an RPG, then yeah, by all means - stuff like that definitely improves gameplay, plus it adds possibility of more control, which is welcome if you only control 1 to 8 units that are not expendable and die pretty easily.