This is a non-abusable version of Friendly Fire, to make it worthless to fire any of the super-large-blast attacks (like Kame) into a furball of players for easy frags.
Instead of killing everyone, this would make the attack itself worthless BECAUSE it could have killed everyone.
Basically, on detonation, if friendly fire is off (meaning your team-mates can't be hurt by you) then take the damage that would be done to all the 'immune' targets (which does NOT count self-damage) and total it up, call it FriendlyDamage. This is using the 'uncapped' damage, so if it would do 700 damage, it's 700 damage added to that variable.
Now, total up the actual 'real' damage, call it EnemyDamage. Note this does include self-damage. Note that this is limited by the enemy health, it's not the 'uncapped' damage. So if it's 700 damage to a guy with 10hp, it's only 10 damage added to that variable.
Now, the damage is changed as follows:
(IndividualDamage * EnemyDamage) / (EnemyDamage + FriendlyDamage)
Yes, this means being the guy that shoots a Kame into a group of three of your friends fighting one enemy isn't going to do much.
But, in a one-on-one, beams are still fine, and on team servers they're still great as well, just they make the 'long-range guy sniping with large-blast attacks' an ignorable player, instead of someone that pisses off an entire server because they want to actually fight and swoop, and mid-way through their fights... ZOOMP... no more fight, their entire team vanishes in a kame blast.
Also, before you go asking why not find servers with friendly fire on... that's easy. It's too abusable, friendly fire on just means EVERYONE dies, and the problem still occurs of a high-adrenaline, fast-action furball of action being ended prematurely by the decision of one outside player.
And I'm not calling the tactic of playing a sniper cheap, or asking that Kame's be toned down, just asking that the 'tactic' of watching for a fight, then just launching the largest-explosion weapon you have in the general direction and detonating it, be toned down on team servers when friendly-fire is off, as right now it's not so much an overly powerful as overly annoying tactic to be enjoying a fight only to have the fight end with often no warning at all.
This just makes launching large-blast attacks into your friendly always have a downside, instead of either being lethal or being abusable, which is too striking a change to balance across effectively.
Instead of killing everyone, this would make the attack itself worthless BECAUSE it could have killed everyone.
Basically, on detonation, if friendly fire is off (meaning your team-mates can't be hurt by you) then take the damage that would be done to all the 'immune' targets (which does NOT count self-damage) and total it up, call it FriendlyDamage. This is using the 'uncapped' damage, so if it would do 700 damage, it's 700 damage added to that variable.
Now, total up the actual 'real' damage, call it EnemyDamage. Note this does include self-damage. Note that this is limited by the enemy health, it's not the 'uncapped' damage. So if it's 700 damage to a guy with 10hp, it's only 10 damage added to that variable.
Now, the damage is changed as follows:
(IndividualDamage * EnemyDamage) / (EnemyDamage + FriendlyDamage)
Yes, this means being the guy that shoots a Kame into a group of three of your friends fighting one enemy isn't going to do much.
Also, before you go asking why not find servers with friendly fire on... that's easy. It's too abusable, friendly fire on just means EVERYONE dies, and the problem still occurs of a high-adrenaline, fast-action furball of action being ended prematurely by the decision of one outside player.
And I'm not calling the tactic of playing a sniper cheap, or asking that Kame's be toned down, just asking that the 'tactic' of watching for a fight, then just launching the largest-explosion weapon you have in the general direction and detonating it, be toned down on team servers when friendly-fire is off, as right now it's not so much an overly powerful as overly annoying tactic to be enjoying a fight only to have the fight end with often no warning at all.
This just makes launching large-blast attacks into your friendly always have a downside, instead of either being lethal or being abusable, which is too striking a change to balance across effectively.