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Removal of the "Death Animation" from capital ships - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +---- Forum: Discovery Mod Balance (https://discoverygc.com/forums/forumdisplay.php?fid=31) +---- Thread: Removal of the "Death Animation" from capital ships (/showthread.php?tid=139798) |
Removal of the "Death Animation" from capital ships - sindroms - 05-27-2016 Hey there. As you no doubt know, we currently have a good handful of ships in Discovery Freelancer which have a rather nasty glitch, which seems to be ignored for a while now. I am referring to the Death Animation Glitch, where a ship - instead of losing its weapons during this death animation and blowing up - can regen from its bats and bots and just...stop exploding as if nothing happened. This is especially problematic with ships that can dish out large amounts of damage while they are, for the lack of a better word, immune to enemy damage during this glitch. We have had people who seem to have learned the animation length of their respective ships and use this to their advantage during combat. For example, we have quite a few Scyllas in New York, who - instead of botting up, simply wait till they start exploding and, right as the animation is about to end, only then press G - giving them around five or so seconds of complete invulnerability. As far as I know, this has been reported numerous times before, so perhaps it needs a public thread. Also, since when did exploding ships start being able to continue to deal damage once in their death animation? This was not the case a few patches ago. What was the reason for this change? RE: Removal of the "Death Animation" from capital ships - Alley - 05-27-2016 I could get behind this. Fuses were never an issue in vanilla as people didn' t have access to caps, but the whole invincibility stuff is far from being the only problem linked to this. It's also the cause of numerous bugs. I'd be down for replacing it with an instant death and a new, big effect. RE: Removal of the "Death Animation" from capital ships - Mao - 05-27-2016 Big effect: ![]() And a nice blast radius that would hurt any snub around it. RE: Removal of the "Death Animation" from capital ships - sasapinjic - 05-27-2016 (05-27-2016, 08:23 AM)Mao Wrote: Big effect:Yeah good idea , daying capitol take down snub with him in style : "You are coming to hell with me ! " xd RE: Removal of the "Death Animation" from capital ships - sindroms - 05-27-2016 Would it be possible to make a capital ship trigger a double-explosion so it gives a neat little blap to whatever is nearby? RE: Removal of the "Death Animation" from capital ships - Thunderer - 05-27-2016 It could possibly result in complaints. I'm for a single explosion. You don't simply stay alive if you are so close to a cap with your shield down. By the way, it's already a feature in Crossfire, so it can be done. RE: Removal of the "Death Animation" from capital ships - Jinx - 05-27-2016 just a little history on the subject: - single explosion effects were discussed back in 4.84 dev phase - but there simply was no effect suitable for it. We did have some scaled up effects for it - but it looked bad - and so the multistage fuse was used - which looked well on a multitude of ships and ship sizes. Single blast effects kind of need to be adjusted for the various sizes - and while it works well on snubs - which vary very little in size .. it is harder for capships that range from rather small gunboats or destroyers to behemoths. - a damaging blast effect was suggested long ago - and quickly shot down by what i would call the snub lobby. Players considered it to be too punishing to take "secondary" damage from caps. Included was ... ramming damage (discussed snub insta death in case they rammed into a cap) , blast damage (1 or 2 trigger, big radius blast damage .. also shot down .. back then.. because some ships were more vulnerable to blast damage than others ) .. and lastly thruster damage ( there was an idea to attach a small but significant "radiation" field behind each capships main engine - so that snubs could not "hug" the flaming exhausts ) One of the main arguments back then was that "bad" capship players could just charge into a snub fight and explode - taking the multitude of the snubs with them ... realistic maybe - but the snub players felt it was unfair. RE: Removal of the "Death Animation" from capital ships - Moberg - 05-27-2016 (05-27-2016, 09:01 AM)sindroms Wrote: Would it be possible to make a capital ship trigger a double-explosion so it gives a neat little blap to whatever is nearby? Fuses can have various sequential effects ranging from damage that can scale with distance to other things. There are also effects like loss of eqiipment on specified hardpoints, fx spawn (attached to hardpoint or not) and force pushes (though I did not experiment with that yet and it behaves weird if you're not in engine kill). These can be timed and repeated as much as you want in a single fuse. RE: Removal of the "Death Animation" from capital ships - Thunderer - 05-27-2016 Or someone can simply solve the invincibility and "guns-not-falling-off" bug. Many ships don't have that, and not only the vanilla ones. I guess it is fixable then. RE: Removal of the "Death Animation" from capital ships - sindroms - 05-27-2016 (05-27-2016, 09:45 AM)LordVipex Wrote:(05-27-2016, 09:01 AM)sindroms Wrote: Would it be possible to make a capital ship trigger a double-explosion so it gives a neat little blap to whatever is nearby? Has anyone tried to apply these effects to fighters? |