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more realistic deaths - 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) +--- Thread: more realistic deaths (/showthread.php?tid=61420) |
more realistic deaths - JIVA - 06-13-2011 the idea is as follows: upon death, a ship that was just destroyed, is being replaced by the very same model of the ship - but labelled "wreck". it does NOT spill its content just cause it explodes ( the first time ). each wreck has hitpoints according to its initial hitpoints /3 ( or something ) .... no CAU or AU counts into that. ( so that a zoner juggernaut ends up with 500k hitpoints ) each wreck can then be shot by the survivers to "drop" bats/bots and or cargo. a Wreck disappears after like 5 minutes of "no player in its sensor range". shooting a wreck produces an exorbitant amount of scrap metal! - ( like battleship: 3000 units ) - but cause this "source" only stays very shortly and only in rather hostile enviroment ( fight ) - a junker would need to be quick - or linger on the edge of the battlefield like a vulture - which is kinda inRP i think. edit: ( in theory it might even be possible to flag a wreck: "wreck of [name]. destroyed by [name2], [timestamp]" ) the effect of it RP wise: - you can take nicer photos containing "Wreck of [name]" instead of a blue message. - even if it hasn t been you who destroyed it - but it adds flavour - even if the bats/bots that are dropped in a group fight are not such a problem anymore ( see 4.84 bombers who SNAC fighters and end up with a neverending supply of bats bots ) .... it still adds a more tactical decision to shoot a wreck instead of an enemy. - tactical wrecks remain in space ... fighters can use it for cover if its a warship. ( + we have "tight-fit" boxes in 4.86 ... so a fighter could actually REALLY find a sniper spot between the shell pieces of a juggernauts forked tail for example ) - although it might increase the demands on the system - a big group fight becomes a scrap field. is it possible? - in theory it is... death is a trigger - and the trigger can trigger a fancy fuse ( explosion ) - but also spawn stuff ( chunks ) - do we have wreck models for every ship? - no... but we could also use the normal shipmodel main problem: - does it cause confusion when ppl in a hot fight still see aparently operational fighters which are wrecks? - yes.. thats the problem when you don t have a wreck model for each ship - which is unlikely to happen. but i d still like to have feedback on that. more realistic deaths - Hell Hunter - 06-13-2011 How would they have bats/nanos in them if they didnt hav eit anyway? Most deaths are by draining nanos away in pvp more realistic deaths - Jaika - 06-13-2011 Sounds good, but maybe fighter wrecks are not needed. INRP when you hit a ship and it takes critical damage that will trigger a chain reaction in the reactor and the ship end up instantly in pieces. more realistic deaths - JIVA - 06-13-2011 yes - fighters might not need to leave wrecks ... what a ship contains should be based on what it was destroyed with - so yes... you might end up with shootnig a battleships wreck ... and end up with "only" scrap metal. but no bat / bot more realistic deaths - Shagohad - 06-13-2011 But can something like this be implemented? Is it within game mechanics to make this happen? more realistic deaths - Ntei - 06-13-2011 i like the scrap metal idea more realistic deaths - JIVA - 06-13-2011 @Shagohad: basicly yes.... when a ship is being destroyed, it can trigger an event. that event can then spawn various effects. - for example: - fuse: your ship shows a script of explosions as we have them now - spawning stuff: like the osiris - it can spawn models of chunks... and or simply a model of the ship that was destroyed - or a cloud of debris ( not used really, cause that would put the server to a lot of stress ) - each spawned object can of course have specific properties, like carrying a set amount of a commodity - and/or carry part or all of the cargo of the playership. all in all - the idea is to make ships - especially big ships - to be more persistent in an enviroment. - in practice however... fights move around quickly - so even if a battleships hull stayed in space ... the fight would quickly move away from its severed hull. but technically - it is possible... you can spawn any amount of rediculous stuff, too - like you can make a player osiris spawn 4 NPC osiris if you really felt like it. more realistic deaths - Enoch - 06-13-2011 That's a cool idea. However, Quote:- spawning stuff: like the osiris - it can spawn models of chunks... and or simply a model of the ship that was destroyed - or a cloud of debris ( not used really, cause that would put the server to a lot of stress )How is that different from the system you are proposing ? I'm no expert but I think that battleship wrecks dropping 3000 scrap metal would be pretty intensive work for the server, not to mention spawning the wreck themselves. more realistic deaths - Shagohad - 06-13-2011 How about life pod ejections? Can we have it so capital ships spew out masses of pods as they die? more realistic deaths - JIVA - 06-13-2011 @Enoch: you may mistake it for dropping 3.000 individual units of scrap metal floatnig in space - which would indeed nearly crash the server... but it can also be one single "container" containing 3.000 units of scrap. - which is no stress at all... how is that different to now? - right now.... ships just pulverize and have no tactical value in space anymore after they are gone..... also a huge battlefield is nothing but empty space at the end. if wrecks stayed around to dodge around, ram into or else.... it may add to the tactical enviroment... and a battlefield ... unless the combat moved off... might actually look quite scary in the end. its the difference between imagining a ww1 frontline with thousands of dead bodies... or a ww1 frontline that is simply void of any corpses. - a matter of visuals. about masses of life ejection systems - what puts the server under stress is tracking mobile objects and or defining their location in the grid. - the more you have, the more the server needs to work. - so spilling out an appropriate number of life pods - even if they have a rather short half life can freeze the fluidness of combat. - its like we cannot have battleships break up into too many ( or rather an appropriate number of actual chunks ) - but if they just turn into one immobile wreck - the server is not under too much stress. it can also be RPed that the winner can interact with such a wreck. |