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Thread Statistics | Show CCP posts - 0 post(s) |
Helixios
Minmatar
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Posted - 2010.08.18 20:43:00 -
[31]
Keep in mind, this is supposed to be an in-game deterrant to lag inducing fleet sizes.
Smaller fleets = lag not being an issue - Battle Dust Proposal |
AtheistOfFail
Caldari
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Posted - 2010.08.18 20:45:00 -
[32]
I like this idea. I really do, now what i want to hear is how many programmers just pulled the last of their hair out in CCP's HQ? This seems like it would require unprecedented amounts of code which CCP has shown to handle in the past.
Supported.
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Helixios
Minmatar
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Posted - 2010.08.18 20:55:00 -
[33]
Edited by: Helixios on 18/08/2010 20:56:07 Well it seems pretty simple really. Just factor in each weapon firing of a specific type putting a "pool" of points into different pots.
One pot would particulates and vapor. One pot would be volatile substances and conductive materials. One pot would be energy buildup.
When a weapon fires, it dumps a certain amount of points into these "pots". Each pot would be assigned to a point in space placed near it's ship of origin. As more of these points start "floating around", they would consolidate into larger "clouds" (no longer being individual bubbles, but instead consolidating into one larger bubble after a certain point with it's own combined value).
As the variables increase, the clouds start to combine and spread out. Once a certain point is reached, the clouds start to effect ships within their radius causing the aforementioned drawbacks.
What this means is that as the "battle dust" scenario grows larger, it actually becomes simpler, as the many small effects start to combine rather than staying as individual field effects.
At least... That's how I'd do it. - Battle Dust Proposal |
AtheistOfFail
Caldari
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Posted - 2010.08.18 20:57:00 -
[34]
Edited by: AtheistOfFail on 18/08/2010 20:57:47 Are you thinking linear or exponential effects cause i don't wanna lose shields in 10 seconds or wait 3 minutes for my shields to drop 2%.
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Helixios
Minmatar
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Posted - 2010.08.18 21:09:00 -
[35]
I don't think I would want this environmental stuff to actually destroy a fully combat ready ship. It would mostly be detrimental to ships that are already damaged, though the random effects (like fuel explosions and energy dispersion) would probably be a little more dangerous.
The problems I would want to be most felt by people fighting in debris would be the targeting issues, maneuverability, and the weapon disruption (in that order).
The electrical surges would have an ECM-burst like effect in worst case scenarios. Dense debris fields would cut the range of most weaponry down (making spreading out to avoid the debris fields an unlikely solution to avoiding them so you can still blob).
So basically: Long range combat would be made ineffective almost (due to range/damage reduction), while short range intense combat would make the debris fields super-dense and dangerous (due to the close proximity of all the ships, pooling the aforementioned "points" into very dense clouds). - Battle Dust Proposal |
Alexander Vallen
Caldari
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Posted - 2010.08.19 02:57:00 -
[36]
Hazardous terrain with levels increasing depending on how much and how recent combat was. Very interesting. It would certainly give interceptors a reason to keep a kinetic tank.
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Yascherrica JR
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Posted - 2010.08.19 06:28:00 -
[37]
Well, conserning statics and high energy flows, they may add a distortion effect to the overview and GUI in general. Like blur and shake. Just to make it more realistic...
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Helixios
Minmatar
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Posted - 2010.08.19 06:41:00 -
[38]
Originally by: Yascherrica JR Well, conserning statics and high energy flows, they may add a distortion effect to the overview and GUI in general. Like blur and shake. Just to make it more realistic...
Nice idea... Little things like that really create more immersion in the game. - Battle Dust Proposal |
ImmaSplodeYou
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Posted - 2010.09.19 00:27:00 -
[39]
Edited by: ImmaSplodeYou on 19/09/2010 00:28:34 Well it's a really nice idea... but It'd take ages to do people would get ****y and it would overtime the already chronic level of lag - Even if it would reduce fleet size engagements would escalate in the same manner as blob warfare almost alway wins and people will risk it for a biscuit
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Tarin Majagh
Caldari Eclipse Industrials Quantum Forge
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Posted - 2010.09.19 02:15:00 -
[40]
Having ships inside of the battle-dust cloud experience "communication" problems would also be interesting. Perhaps having the readout from local channel give false readouts - missing pilots off the list etc.
I'd quite like that. -- Quantum Forge |
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