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Weird ricochet mechanic idea and Shielded blocks?
2017-01-14, 07:36 AM (This post was last modified: 2017-01-14 07:41 AM by Mr.YaR.)
Post: #1
Weird ricochet mechanic idea and Shielded blocks?
1) No one likes shields
2) Everyone lacks bouncing/ricochet mechanics


If FtD-1+FtD+2 = 9000 profit

Means if you remove shields and add richochet = happy.

What if each block of armor or surface made of lots of blocks generates(or stretches), on placement, a shield configured by default to meet this blocks surface proprieties in terms of ricochet and set the distance and rotations to meet block front shape.

To avoid further wtf effect, this shield should be totally invisible to humans normally using the game.


I don't know much about unity and coding in general. So i understand this may be pure heresy.
The idea was ment to avoid problems linked to ricochet handling by using an already existing and ricochet producing mechanic.



Bonus: from what was said before, shielded armored blocks(with regular FtD style shields) that are by default shielded on placement could exist

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2017-01-16, 08:17 PM
Post: #2
RE: Weird ricochet mechanic idea and Shielded blocks?
richochet is already a thing, if you have a bullet with low AP it'll bounce off, if it hits an angled block it'll ricochet off like you want. also, I like shields.
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2017-01-20, 02:04 PM (This post was last modified: 2017-01-20 02:08 PM by Mr.YaR.)
Post: #3
RE: Weird ricochet mechanic idea and Shielded blocks?
(2017-01-16 08:17 PM)Terranguard Wrote:  richochet is already a thing, if you have a bullet with low AP it'll bounce off, if it hits an angled block it'll ricochet off like you want.

Slopes block ricochet behavior is (if nothing changed lastly) the same as full block bahavior.

Mr.Smart seems to not to add advanced ricochet management to blocks for some reason.

This proposal could also positively impact vehicule combat lifespan in many situations, as it seems that battle balance/duration/vehicule combat life cycle troubles produced shields.
If balance is improved in that direction = shields could be rebalanced to become a more situational than always present defence system.

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2017-01-20, 05:03 PM (This post was last modified: 2017-01-20 05:14 PM by bokke1010.)
Post: #4
RE: Weird ricochet mechanic idea and Shielded blocks?
(2017-01-20 02:04 PM)Mr.YaR Wrote:  
(2017-01-16 08:17 PM)Terranguard Wrote:  richochet is already a thing, if you have a bullet with low AP it'll bounce off, if it hits an angled block it'll ricochet off like you want.

Slopes block ricochet behavior is (if nothing changed lastly) the same as full block bahavior.

Mr.Smart seems to not to add advanced ricochet management to blocks for some reason.

This proposal could also positively impact vehicule combat lifespan in many situations, as it seems that battle balance/duration/vehicule combat life cycle troubles produced shields.
If balance is improved in that direction = shields could be rebalanced to become a more situational than always present defence system.

that "some reason" is lagg
every block in FTD is technicly a cuboid, even if its in-game shape is different. this makes calculating its real projectile angle based on the mesh is not only really difficult, but also extremely taxing on your system. even just seeing exactly what part of a block is hit is difficult and/or laggy, making limiting it to the six natural sides of a cuboid a logical desicion.
Maybe its possible to do it for some simple shapes sometimes, but imagine a bullet getting stuck in a hollow block, or a 1000RPM machine gun that can just instantly crash FTD

EDIT:
the current system is not really used for many blocks, like the slopes you mentioned, so expanding this system to more blocks would be a possible and easy-to-do change

I'm just someone who fails to build anything bigger than 60 volume for unknown reasons.
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