Aighun
Zumari Force Projection Caldari State
666
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Posted - 2012.10.24 23:49:00 -
[1] - Quote
It might be an interesting idea to add some variable munition speeds in for Minmatar weapons for a future expansion. Maybe. I say Minmatar because they will have weapons that are low tech and mechanical. I can see it making sense to have a slow projectile Minmatar weapon that was not affected by EM pulses or any other form of electronic warfare. In the novels there are a few scenes where an EM pulse or some such is triggered and all the fancy rifles stop working.
And if the hit detection wigs out you can just shrug and say "Ehh, Minmatar. What can you do?"
But at the ranges where munitions speed would matter, 1 to 150 meters, you would want and would expect to be using the fastest munitions available. At those distances "hits" should be nearly instantaneous no matter what.
So I agree with Wolfman that adding a more complex system would needlessly complicate combat mechanics.
Dust already seems like something of a temperamental princess when it comes firing weapons and hitting your opponents and adding more frilly bits is not the way to go. I want the basic shooting to feel as rock solid, robust, and reliable as possible.
Also, keeping it simple allows CCP to more easily scale battle sizes, numbers of players fighting in a given battle, map sizes, possibly add any number of different environmental behaviors based on planet gravity, planet type, etc. and I would assume this could all be built in a much more straightforward manner with a solid "hit detection" mechanic already in place.
Where it does make sense to add a "bullet speed" thingy to the game is with very long range weapons. Like sniper rifles. I think that would make sniping more interesting, force snipers to chose shots more carefully, etc. But it is something you really wouldn't want to over do. |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.10.27 04:12:00 -
[2] - Quote
Mobius Wyvern wrote:I was outside doing some yardwork, and another idea occured to me. Would it be possible to have a range variable at which point there was a hit delay? To clarify: what if all weapons hit instantaneously within a specified range, but had a hard-timed hit delay beyond that point up until their range is exceeded. That way you can simulate a necessity to lead your targets at longer ranges without having to generate and calculate a physical projectile and it's vector.
Like this idea.
Your idea is a decent compromise, and would possibly bridge the gap between programming physics for every molecule of a weapons ammo once firedGǪ kind of thing and instant hits over all distances. Would it also be possible to program hit detection based on weapon type? That way you could launch with a simple and robust system and add more bells and whistles as the game evolves...
Also, if we assume that the programming is no obstacle and that this sort of thing can be done without a hit to performance, I am all for it. Though I don't think this is the case. A more intricate system would be more prone to failure.
But as long as we are running with the possibilities...
I would also be in favor of damage gradients for different hit zones on the target. It can get to be sort of ridiculous in an FPS to watch players shooting other players in the foot a few times to score kills.
There could be whiffs, graze shots, different suit types would have different vulnerable zones. Armor could take damage differently than shields. Some suits could have shields that concentrated defensive force in front of the merc (but were weaker to the sides and back) for a a charging into battle style of play. Some armor could negate headshots, but leave limbs vulnerable. Shots that hit armor plating might be deflected, but those that hit the soft material of the drop suit might cause more damage depending on the type of weapon used. No end to what you could do. All depends on what you're aiming for... |