Making damage mean something
Something got thru your defenses and hit your base. Ok, now what?
I'm building a pressure management game set in deep space where you command an Outposts defense while you mine ore from asteroids to upgrade the Outpost. To make damage mean something I built a quadrant system as the outer layer of the Outpost. Each quadrant is tied to a critical system like shields or turrets. Damaging a quadrant causes a state change in the system its tied to. Shield integrity drops, turret fire rate falls and other more unique states. These states are gated by threshholds and have varying levels. Example from %100-%70 normal then from %69.9 to %50 minor degradation and so on. Quadrants can be repaired. They repairs are automatic and begin after five seconds of a quadrant taking no damage. And for every five seconds beyond that there is an increase in repair rate up to a hard cap. So I'm wondering is this in any way a smart or elegant solution to making damage mean something more than just a lower number on an HP bar or is it too much.