Well, i saw some of the posts from my last post, and was somewhat disapointed. To be honest with you guys, i was a big member in the Homeworld 2 community, and there still going, google Tanis Shipyards, the Point Defense Mod. I was part of that for a good long time. You know why they were succesful? Because even without an SDK, they were dedicated, realistic, professional, and worked incrementaly. I see such a huge problem with so many mods, or idea, is that thats all they are. Ideas. No planning is given for them, no realistic values to be modified. Nothing concrete. They might as well be some kids sitting around a lunch table at school thinking... wow... thats a great idea... and then moving on. You all have a real oppertunity to make a difference. You all remember counterstrike? Way way back in the day when it was small, corny, and buggy. That sucker was a incremental mod. Slowly it built up to something that in all honesty is probably the most succesful multiplayer game in recent history, with some exceptions of course, which i dont really know enough about to make a good point.
Haha, a rant is what i made... crazy. But hopefully you can take away a lil more from this post than post two sentence ones.
Now believe it or not i have a small idea, that would be doable, and would have a large effect on gameplay.
Advanced Location Based Vehicular Damage
Let me start out with an example of a situation and some results, and then go on in more detail about how it would be made and work, limitations, advantages, disadvantages, ect.
Blackhawk is flying over an enemy base, and a stinger rocket impacts the rear prop. Normal situation? Blackhawk gets repaired by engeniers inside of the craft. Forgive my spelling btw. But the way i see it, with A.L.B.V.D. the damage would not do any damage to the craft in a "health bar" style way. The impact would disable an actual component of the blackhawk. So, the rear roter stops working, pilot looses all rudder control, and the chopper goes into a spin. Depending on how bad the damage, the pilot, if he is good, might be able to compensate for it. But a rear roter on a helo being disabled is a critical impact, and while it would not kill the chopper then and there, it would most likely not be able to be effective in combat at all.
Instead of "healthbars" for vehicles, the vehicles would instead have actual damage based on components being disabled. Now i know that right away that might sound difficult, so i think for a start the component damage might work well enough. More or less it would work by automatically "filtering" controls. By adding an influence, in a disabled roter it would add a severe push on the right rudder, as if the pilot was holding it down, but the pilot is not. If you can understand what i mean, i hope this makes sense. If a rocket hits the main engine, then the throttle control of the aircraft is influenced to a lower point. The engine capacity, i.e. maximum torque and throttle, would be severely reduced. So if a rocket hit the engine, engine capacity might be hit by a 75% drop in efficiency. This would force the Helo to go down. A good pilot would still be able to "crash land" the chopper, but the chopper would be a dead bird.
So, A.L.B.V.D. would work by "filtering" controls. An undamaged aircraft would have unfiltered controls, but when an aircraft is damaged, depending on the location of the damage, certail variables might be added. If you hit the left engine of a plane, it would still fly, because the capacity of the other engine would allow it to, but it would list, artificially turn, and operate with severely reduced manuverability. If you have ever flown with a joystick that hasn't been calibrated, and you have had to fly with it really off, it would be JUST like that.
It would not change the game itself, it would change the player input artificially based on location based damage.
to sum up:
Changes player input artificially (i.e. imagine if you were flying with a joystick, and suddelny in the middle of the game it came uncalibrated and you had to hold it left two inches of the center to fly straight)
Does this make sense? Thoughts, comments, what i really want is this: IS IT POSSIBLE IN THE WAY THAT I HAVE OUTLINED?
IF it isn't, sudgest another way. IF you know this way wont work, you obviously know enough about the code to know of another better way.
Constructive Criticism is Appreciated!
Derogatory Comments are really rude, i spent a good half hour on this entry, at least give me the benifit of 5 minutes at least of your time.
thanks again!
-Kaine
ingame: Erich904
you can usually find me on Tactical gamers #1
Haha, a rant is what i made... crazy. But hopefully you can take away a lil more from this post than post two sentence ones.
Now believe it or not i have a small idea, that would be doable, and would have a large effect on gameplay.
Advanced Location Based Vehicular Damage
Let me start out with an example of a situation and some results, and then go on in more detail about how it would be made and work, limitations, advantages, disadvantages, ect.
Blackhawk is flying over an enemy base, and a stinger rocket impacts the rear prop. Normal situation? Blackhawk gets repaired by engeniers inside of the craft. Forgive my spelling btw. But the way i see it, with A.L.B.V.D. the damage would not do any damage to the craft in a "health bar" style way. The impact would disable an actual component of the blackhawk. So, the rear roter stops working, pilot looses all rudder control, and the chopper goes into a spin. Depending on how bad the damage, the pilot, if he is good, might be able to compensate for it. But a rear roter on a helo being disabled is a critical impact, and while it would not kill the chopper then and there, it would most likely not be able to be effective in combat at all.
Instead of "healthbars" for vehicles, the vehicles would instead have actual damage based on components being disabled. Now i know that right away that might sound difficult, so i think for a start the component damage might work well enough. More or less it would work by automatically "filtering" controls. By adding an influence, in a disabled roter it would add a severe push on the right rudder, as if the pilot was holding it down, but the pilot is not. If you can understand what i mean, i hope this makes sense. If a rocket hits the main engine, then the throttle control of the aircraft is influenced to a lower point. The engine capacity, i.e. maximum torque and throttle, would be severely reduced. So if a rocket hit the engine, engine capacity might be hit by a 75% drop in efficiency. This would force the Helo to go down. A good pilot would still be able to "crash land" the chopper, but the chopper would be a dead bird.
So, A.L.B.V.D. would work by "filtering" controls. An undamaged aircraft would have unfiltered controls, but when an aircraft is damaged, depending on the location of the damage, certail variables might be added. If you hit the left engine of a plane, it would still fly, because the capacity of the other engine would allow it to, but it would list, artificially turn, and operate with severely reduced manuverability. If you have ever flown with a joystick that hasn't been calibrated, and you have had to fly with it really off, it would be JUST like that.
It would not change the game itself, it would change the player input artificially based on location based damage.
to sum up:
Changes player input artificially (i.e. imagine if you were flying with a joystick, and suddelny in the middle of the game it came uncalibrated and you had to hold it left two inches of the center to fly straight)
Does this make sense? Thoughts, comments, what i really want is this: IS IT POSSIBLE IN THE WAY THAT I HAVE OUTLINED?
IF it isn't, sudgest another way. IF you know this way wont work, you obviously know enough about the code to know of another better way.
Constructive Criticism is Appreciated!
Derogatory Comments are really rude, i spent a good half hour on this entry, at least give me the benifit of 5 minutes at least of your time.
thanks again!
-Kaine
ingame: Erich904
you can usually find me on Tactical gamers #1
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