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<blockquote data-quote="Apocalypse" data-source="post: 66923" data-attributes="member: 29448"><p>David should implement a SANDSTORM damage algorithm, based on sand and air temperature, wind velocity, sun intensity by time of day, resulting in a DPS score (Damage Per Sand) substracting of course the hero's clothing and armor's coeficient of abrasion resistance based on material and color (metal and dark fabrics get hotter). Obviously David will need to take into account length of sunlight exposition and risks of skin cancer, plus dehydration and sodium levels. Unless Muud'ari have a superior immune system and water retention capacity. We'll need full Muud'ari genetic specs asap to make sure.</p><p></p><p>Please tell David we need this update by tomorrow morning.</p><p></p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Apocalypse, post: 66923, member: 29448"] David should implement a SANDSTORM damage algorithm, based on sand and air temperature, wind velocity, sun intensity by time of day, resulting in a DPS score (Damage Per Sand) substracting of course the hero's clothing and armor's coeficient of abrasion resistance based on material and color (metal and dark fabrics get hotter). Obviously David will need to take into account length of sunlight exposition and risks of skin cancer, plus dehydration and sodium levels. Unless Muud'ari have a superior immune system and water retention capacity. We'll need full Muud'ari genetic specs asap to make sure. Please tell David we need this update by tomorrow morning. ;) [/QUOTE]
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