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Ten-Sidhe
Osmon Surveillance Caldari State
455
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Posted - 2013.04.09 20:04:00 -
[1] - Quote
Weapon energy lasers put enough energy out the air becomes semi-opaque.
After a certain distance the beam will stop on a weapon energy density laser, in the atmosphere, one in space will keep going. A similar thing happens in water with sunlight, water is transparent but after a significant amount the light is absorbed.
Rail guns fire at speeds near reentry speed, they burn up like meteorites.
Plasma dissipates as has been already said. Being very light and magnetic it would turn north instead of having bullet drop, that would confuse the hell out a lot people if added.
Minmatar use explosive rounds, even modern cannon rounds commonly have a time fuse to detonate at a set max range. This prevents them continuing on and hitting some civilian or friendly way behind the target. It is most common on AA weapons, indirect fire cannon never use this type of round for obvious reasons.
The performance hit from bullet physics on smg and hmg would be ridiculous. A low rate of fire battle rifle and Minmatar snipers with bullet physics would be nice, but most weapons it would just cause to many issues with not much benefit. |
Ten-Sidhe
Osmon Surveillance Caldari State
455
|
Posted - 2013.04.10 07:21:00 -
[2] - Quote
Call of duty, Unreal, Doom, Wolfenstein, Borderlands, Team Fortress 2, battlefield 1942, battlefield Vietnam, Halo:Reach. Aware of none of them? It is more obvious with the large open maps we have compared to most of those games, you can see out of range enemies more often to notice it happen. Hitscan with bullets disappearing in the air is common, at least there is a lore excuse, some of those games make normal lead bullets vanish magically. |
Ten-Sidhe
Osmon Surveillance Caldari State
455
|
Posted - 2013.04.10 07:43:00 -
[3] - Quote
Plasma does dissipate, and the performance hit of realistic physics would use excessive system resources.
So the ar rounds not disappointing would be unrealistic and bad for gameplay. Plasma rounds passing near each other would be repeled or attracted to each other, they would turn north more then they would drop, and they would cool and still vanish in mid air. Realistic physics would be very annoying to play with and be pain to code, to debug, and would take a huge amount of processing.
Bullet travel and drop are not noticeable at the range smg and hmg have, so it would only eat resources. Making them have longer range would unbalance the game, hmg should realistically shoot much farther then redline to redline.
So, current is better for both game play, coding ease, and background. What part would be improved?
Minmatar rifle and sniper would have enough range bullet physics would matter. Ballistic arc, travel time, and wind affect would all be nice, so I hope those weapons will have them on their small explosive shells. Bullet vanish at max range would still be fine, we have rounds that self-destruct when the tracer burns through in real life. These are to prevent un-exploded rounds littering the ground when the war is over, if you wondered why. |
Ten-Sidhe
Osmon Surveillance Caldari State
455
|
Posted - 2013.04.11 19:15:00 -
[4] - Quote
High energy laser cause blooming, that puts a fairly short range on the high energy lasers. In space they work like people expect. from wikipedia, bolded text and bullets added for clarity since original formatting was messed up by cut and paste. "Blooming Laser beams begin to cause plasma breakdown in the air at energy densities of around a megajoule per cubic centimeter. This effect, called "blooming," causes the laser to defocus and disperse energy into the atmosphere. Blooming can be more severe if there is fog, smoke, or dust in the air. Reducing blooming: Spread the beam across a large, curved mirror that focuses the power on the target, to keep energy density en route too low for blooming to happen. This requires a large, very precise, fragile mirror, mounted somewhat like a searchlight, requiring bulky machinery to slew the mirror to aim the laser.
Use a phased array. For typical laser wavelengths this method requires billions of micrometre-size antennae. No way to make these is known. However, carbon nanotubes have been proposed. Phased arrays could theoretically also perform phase-conjugate amplification (see below). Phased arrays do not require mirrors or lenses, can be made flat and thus do not require a turret-like system (as in "spread beam") to be aimed, though range will suffer at extreme angles (that is, the angle the beam forms to the surface of the phased array).[5]
Use a phase-conjugate laser system. Here, a "finder" or "guide" laser illuminates the target. Any mirror-like ("specular") points on the target reflect light that is sensed by the weapon's primary amplifier. The weapon then amplifies inverted waves in a positive feedback loop, destroying the target with shockwaves as the specular regions evaporate. This avoids blooming because the waves from the target passed through the blooming, and therefore show the most conductive optical path; this automatically corrects for the distortions caused by blooming. Experimental systems using this method usually use special chemicals to form a "phase-conjugate mirror". In most systems, the mirror overheats dramatically at weapon-useful power levels.
Use a very short pulse that finishes before blooming interferes.
Focus multiple lasers of relatively low power on a single target."
Current laser rifle seems to use the focusing on target method at a set range. So, while counter intuitive, the laser mechanics are actually pretty accurate.
Heat causing more damage fits using a molten salt based capacitor. Batteries and Capacitors have related construction, molten salt batteries produce more energy at higher temps but are prone to overheat. Solid state light sources give more light output at higher voltage. Sounds like the laser rifle.
So, laser rifle seems to be a focused at set range solid state laser with a molten salt battery or capacitor for power, based on in game mechanics.
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