Thoughts on weapon visuals versus game machanics

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    Second Chance
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    Contrary to the way the thread title sounds, the two are not entirely at odds. But I wanted a place to discuss what we can do to meet the needs of both Star Wars style visuals and Flux game mechanics.

    I think I may have come up with a good way to get the bolts visually much smaller (for more reasonable looking Star Warsy sized bolts) without hurting their ability to register a hit with the server. I don’t know why it never occured to me before. It seems so obvious now. I only need to shrink the visible sprite avatar of the bolt, which has nothing to do with the game mechanics. The actual collision size (set in the bolt’s INI parameters) could theoretically be of any size needed to make sure hits register with the engine. That’s the theory anyway. But I think it should work very well, and look nice to boot.

    Now, in the interest of trying to reduce server loads for fired weapon bolt volumes, I thought I would propose the following. Since the Tie Fighter chin guns are sooo physically close together (under 2 meters), is there really any good reason to make them 2 seperate guns? That’s twice the amount of work and calculations for a set of guns where, if one hits, the other is definitely going to hit also. So I thought it might be more practical to make the pair into a single gun with two visible bolts in the avatar of a single bolt (like the EoC gatling canon avatar). You could name it something like “Twin Blaster” so it looks right when only one gun shows up on the HUD when selected. This would effectively cut the volume of bolts to be tracked by the server in half for all Tie Ships (except the Interceptor, which has additional guns). How’s that sound?

    The Y-Wing and YT-1300 would have similar setups for their multi-barreled turrets.

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    The Ultimate Guide To Modding: I-War 2 – Edge Of Chaos


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