Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Solaire Randash
Algintal Core Gallente Federation
3
|
Posted - 2013.02.05 19:47:00 -
[1] - Quote
Like Red Faction and Bad Company games :) If not destructible then bullet damage would be good as long as it was projectile weapons leaving the holes and lasers/ plasma scorching the building where you hit. Would be a nice feature :)
What does everyone else think? |
Val'herik Dorn
CrimeWave Syndicate
264
|
Posted - 2013.02.05 19:49:00 -
[2] - Quote
Well probably get something like this eventually as the game evolves but for now i would rather they work on the core mechanics and map variation.
Blowing stuff up is always cool... especially when your using a MD to punch holes in walls.
But core gameplay has to be right for it to work well. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2013.02.05 19:50:00 -
[3] - Quote
It'd be nice, but leaving all the technical bull out of it because I don't know enough about the Unreal Engine to tell, tell me what balances vehicles. Enclosed spaces. Now imagine the infinite ammo tanks rolling through Biomass or Communications with destructible terrain? Sends a shiver down my spine...
As for the advanced bullet decals, if the engine can support it, that'd be nice... after they fix the Laser Rifle skills... |
Solaire Randash
Algintal Core Gallente Federation
3
|
Posted - 2013.02.05 19:54:00 -
[4] - Quote
Val'herik Dorn wrote:Well probably get something like this eventually as the game evolves but for now i would rather they work on the core mechanics and map variation.
Blowing stuff up is always cool... especially when your using a MD to punch holes in walls.
But core gameplay has to be right for it to work well.
I understand they have to fix the core game and bugs first, just that it'd be nice if they put it in a year or so, if they plan to or like this idea. Doesn't have to be immediately :) |
KING ZUMA
Regime Of Shadow Marines
12
|
Posted - 2013.02.05 19:59:00 -
[5] - Quote
i think the scorching and bullet marks are part of the graphics, this is the beta, for ccp tp test stuff and i doubt they need to test bullet marks. It should come out when the actual game gets released? |
Etero Narciss
Seraphim Initiative. CRONOS.
112
|
Posted - 2013.02.05 20:19:00 -
[6] - Quote
Destructible buildings feel kind of jarring when you consider that most of those facilities were probably built with orbital bombardment in mind.
Scorch marks would be nice though. |
usrevenge2
Subdreddit Test Alliance Please Ignore
64
|
Posted - 2013.02.05 21:38:00 -
[7] - Quote
the battlefield would be almost gone after an orbital strike.... |
Solaire Randash
Algintal Core Gallente Federation
3
|
Posted - 2013.02.05 22:21:00 -
[8] - Quote
usrevenge2 wrote:the battlefield would be almost gone after an orbital strike....
Well it can just be the terrain that is affected, minimally thought like slight depressions in the ground, Not full blown Bad Company ground explosion style :P |
Django Quik
R.I.f.t
220
|
Posted - 2013.02.06 01:36:00 -
[9] - Quote
It's a nice idea but especially when it comes to terrain, you have no idea how difficult it is to program that and when you're talking about the 7000 possible maps they've posited, it's just not gonna happen. Maybe destructible support structures and barriers and whatnot but not deformable terrain. |
Mithridates VI
New Eden Research Foundation
170
|
Posted - 2013.02.06 03:02:00 -
[10] - Quote
Imagine the rage the forums would be hosting when every single explosion deforms the terrain and makes messy mesh fall-damage killing every player who nears it...
...this should happen. |
|
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2013.02.06 03:21:00 -
[11] - Quote
Terrain deformation and general map damage works best when the meshes are absolutely perfect - I.E. nobody falls through the map, ever. Haven't had that kind of bug with DUST, but this is one of those features that would be a nightmare in creating new bugs where there weren't any before.
This means we'll have to wait for years to get something like this, if we ever get it in DUST. Aside from that cautionary tale, it's the kind of realism that almost any large-scale FPS can benefit from, so that's a support from me. |
Mithridates VI
New Eden Research Foundation
170
|
Posted - 2013.02.06 03:34:00 -
[12] - Quote
[quote=Zat Earthshatter]Terrain deformation and general map damage works best when the meshes are absolutely perfect - I.E. nobody falls through the map, ever. Haven't had that kind of bug with DUST, but this is one of those features that would be a nightmare in creating new bugs where there weren't any before. quote] I've had a few mesh issues, falling through corners in solid structures or getting stuck on top of pointed things. I'm still learning what each map is but I have a few to go back to and experiment with before reporting them. |
KalOfTheRathi
CowTek
168
|
Posted - 2013.02.06 03:48:00 -
[13] - Quote
Mithridates VI wrote:Zat Earthshatter wrote:Terrain deformation and general map damage works best when the meshes are absolutely perfect - I.E. nobody falls through the map, ever. Haven't had that kind of bug with DUST, but this is one of those features that would be a nightmare in creating new bugs where there weren't any before. I've had a few mesh issues, falling through corners in solid structures or getting stuck on top of pointed things. I'm still learning what each map is but I have a few to go back to and experiment with before reporting them. I have fallen into the void beneath the map. It hasn't happened in a long while and I don't recall if it was after this release or not.
However, destructible terrain is not an option of this version of UnReal Technology.
If you don't know how it works, here is a quick primer. All the destruction needs to be modeled. So everything that exists has to have many more models and textures than we have today. The building with everything in place. The building without the walls. The pieces of the walls as they are destroyed and, possibly, left laying on the ground. Each wall has to be done separately in case not all of them are knocked down. That is how Bad Company pulled it off.
That means months of work for each map.
Maybe when they upgrade to a new game engine. Or even a newer UnReal engine might support it. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2013.02.06 07:10:00 -
[14] - Quote
KalOfTheRathi wrote:If you don't know how it works, here is a quick primer. All the destruction needs to be modeled. So everything that exists has to have many more models and textures than we have today. The building with everything in place. The building without the walls. The pieces of the walls as they are destroyed and, possibly, left laying on the ground. Each wall has to be done separately in case not all of them are knocked down. That is how Bad Company pulled it off. That means months of work for each map. Maybe when they upgrade to a new game engine. Or even a newer UnReal engine might support it. While we're at the concept of coding, I wouldn't be surprised if the same procedural generation that CCP is toting for maps could be retooled to create "destruction" model alterations with less effort than hand-modeling. Say it was based on damage radius, then a material modifier for the structure being hit. A program could theoretically be written that calculates how the attack would damage the structure, then modify the model for effect. Some issues may arise dealing with graphics RAM limits (256MB even in '06 wasn't good!) - so let's wait until the PS4 before testing any system like this, OK?
P.S. If I'm not mistaken, Red Faction: Guerrilla's destruction engine used structural physics math that would be difficult to use hand-modeling with for realistic results - hence, that particular game probably has such a procedural destruction program within its code. If it uses a similar engine to U3, then maybe we could start with that... |
|
|
|
Pages: 1 :: [one page] |