Oh, the destruction!

Started by frvge, April 12, 2011, 09:40:30 PM

Previous topic - Next topic

frvge

Fracturedmeshes don't do damage and don't have collision as far as I know. The 'original' piece might still have collision and if it's destroyed, the collision might also be still available at the location of the original piece like an invisible wall :P
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

MastaKing

It needs to be situational, All destruction should have its benefits for the mercs but also downsides.

Imagine a dark room where you can break something in the ceiling and it would shed some light into the room, but once broken it would open up many more paths for the spy.

Aquarius in the greek room was perfect, grenades at the kiosk open a new path into a hard to enter room. but what it also did was enable the merc to shoot grenades through it from the center room to kill an unexpecting spy at the kiosk.

Major destruction needs plus and minuses for the destroyer.

DreadStunLock

Greek room? Kiosk?

Are you drunk?

SteveTheCookie



MastaKing

The Greek Temple room, and kiosk a/k/a terminal a/k/a objective a/k/a the thing you hack to open the doors to the steam room, you know, the room that gets steamy when you blow it up. Talking about Aquarius here.

DreadStunLock

I am missing something or what, but what  kiosk are you talking about in aquarius?

Farley4Fan

Dread he just explained what he meant by kiosk.  I have no idea why he is using the terms he is using but that's what he means.


Ya I remember talking about breaking glass windows in the "cans and things" thread.  To shoot the window would be to open a silent path for the spies, but it would also create a large area of glass for the spy to step on and ping the mercs hud on the floor below.

SoN_RaVeN

I liked all three multiplayers PT/CT and DA, and a relatively neutral opinion about the gamplays.

on club house in CT, spys were able to blow up the ceiling and stuff like that in the main corridor.
If a merc would be able to blow something up, it would just become a routine action at the beginning of each round in most cases.
Of course each map will be very different, and should have one, or the other, or a bit of both. allowing way more diversity in the game. but one importaint thing is: that it does not become a routine action at the beginning of a round...

one example would be in DA multiplayer (i know, most of you hate DA, but i can relate to it the best, and its a good example) on USS wisdom: If the generator was hacked, or the doors hacked open, the mercs had the opportunity to reset the generator to close them again. if they did, the doors would close, and decrease the number of escape paths for spys and therefore there mobility and flexibility. BUT if those doors were left open it would give the merc a moment of surprise if entering a room, because if a merc opened a door, it made a loud, very obvious noise (that even people without headsets are able to hear) It also gave the opportunity to blast a grande into the room much earlier because there is no door blocking it.

what im trying to say is that. if there are elements in the game that can be destroyed/changed. they should be placed on location that could benefit (or be a threat) to both sides.

because if there would be a room full of i dunno, statues, and the spys could hide behind those, but the statues would be destructible by grenades, at the beginning of each round a merc would just blow the up all. and it would become boring really fast because they have lost there purpose completely for the spy.

in conclusion:   The drawback/advantage it gives (or effort it takes) to destroy an object MUST EQUAL TO the drawback/advantage it gives to the other team.

otherwise it would not be interesting, and just another obstacle that numbs down gameplay


wow.... that was a loooooooong thing to write, hope it helped and every body understood it :)

knooger

EOT.
And that's why mapper should decide about destroyable things.

ShadowX

As long as the destruction is basicly win-lose situation for both sides I think it should be good. Like in Club House, if you destroy the walls at lunch or tea as merc, you get a fast access to the objective but so do the spies since they don't have to go thro the trouble of walking on the ceiling or thro the lasers. At lunch if you blow open the electric box you can nade the objective, but that even better for the spies because then they can run into lunch from the corridor.

DreadStunLock

Not necessarily, some destructibles are very difficult to actually destroy, so a lot of the times it favors the mercenary.

Zedblade

Not everything should be up to the community frvge.

tigaer

Quote from: Wh1tE_Dw4rF on April 13, 2011, 01:13:00 PM
Walkways that give holes when an explosion hits it. The whole walkway shouldn't be able to be destroyed though. Just holes you can fall trough if you're not careful. Small things that should make the merc think before throwing nades everywhere.

Pillars that fall down that you have to climb over.

Glass that has been shattered create a patch of broken glass that will make a cracking sound visible on the merc's hud.

Non accessible vents that once broken emit a dark cloud obscuring vision. If you crouch you're "under" the cloud and will see fine.

Pipes that shoot out steam once shot.

Support beams that break off the ceiling once shot enough or by explosion. Creating a maze of poles you have to make your way trough.

I like this guys ideas.