Prater looks like he has a massive dip in <| sep |> What spez did IS NOT OK <| sep |> I think your first sentence hits the nail on the head , and that ' s what AROBTTH was for me . I did have Parachutes , I loved it , I sat and listened to it while I wrote essays or daydreamed all the time . But when AROBTTH came out , that one changed what music meant to me . it felt like I needed it to function . It was the right album at the right time . <| sep |> Almost convinced me to buy it , then I remembered uplay . <| sep |> Transhumanist ideology doesnt care and considers both to be acceptable . <| sep |> I was thinking about it from the perspective of a hierarchical ECS where components can have children . In that case you could have a Stompable component and children handling the result of the stomp . I ' m not sure I like SquishyStompSystem and ArmoredStompSystem . In my experience a design like that tends to blow up in complexity . For example what if an enemy is armored and has elemental resist useful for a flame stomp . Would you have an A r m o r e d E lementalResistStompSystem ? IMO if you can ' t have a hierarchy of components then couldn ' t you have a variable that references a stomp handler script ? If not could you rely on the ordering of components attached to an entity ? That way you could have the Stompable component first and then the handler components after . If you want to overengineer it you could even have a chain of handler scripts and a single system ActionSystem . For example Stompable DamageHandler ArmorHandler AnimationHandler . The ActionSystem would hold an array of all of the Effects damage taken , animation played , etc for the given frame . Each handler would look through the effects list and modify as needed . For example , the damage handler could register a DamageTaken Effect and then the ArmorHandler could modify that effect by reducing the damage taken based on armor .