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 Post subject: Stealth and Explosions
PostPosted: Fri Jan 25, 2013 1:34 am 
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Joined: Wed Jan 18, 2012 3:19 am
Posts: 567
Location: The States
So, I was fiddling with the voxel settings today, and I realized that if stealth were ever implemented, there'd be an easy way to do it.

When you set the voxel size near 0, your character becomes this shadowy figure. It would be perfect for use ingame. Perhaps, when you are prone and in the grass, your character's voxels become smaller making you less visible. This would allow ambushing and all sorts of new tactics. And your character color ring disappears too.

Image


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The other suggestion I have is about vehicle explosions. Right now, the vehicles just turn blackish and wrecked. I'm sure pasik's probably considered this but perhaps a flaming wreckage that flames for a little while (~30 seconds) when destroyed via explosives. The flames have a chance to kill players that try to use the wreckage for cover. You would have to wait for the wreckage to be safe before you can use it.

Anyways, these are just some suggestions.

ComJak

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PostPosted: Fri Jan 25, 2013 7:03 am 
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Location: finland
i like this idea. i mainly use stealth so this is very useful. flaming vehicles are good idea too

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PostPosted: Fri Jan 25, 2013 9:06 am 
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As the broken status of the vehicle is something binary (either completely healthy or broken) it's indeed weird to see that a vehicle is suddenly going to a broken state without "warning". Our goal is to implement visual steps to show how broken a vehicle is without having to implement different damage model steps. So it would basically be a certain amount of smoke particles coming from the vehicle. The more smoke, the more the vehicle is broken. Broken vehicles would then have max amount of smoke coming out of the wreck for a while.


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PostPosted: Fri Jan 25, 2013 6:47 pm 
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^ no fire? :(

ComJak

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PostPosted: Fri Jan 25, 2013 11:07 pm 
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ComJak wrote:
^ no fire? :(

ComJak


let's make it smoke, then we'll see. :)


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PostPosted: Sat Jan 26, 2013 1:29 am 
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Location: 'murrica
Occlusion culling, maybe? So you couldn't see enemies directly behind buildings and trees.


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PostPosted: Tue Jan 29, 2013 10:45 pm 
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Joined: Sun Jul 15, 2012 2:47 pm
Posts: 35
Location: Estonia
With stealth, the voxel density should be static regardless of player's own density setting, otherwise people who have density set to high, have a better chance of detecting a stealthed person than the person who has set their setting to low (to increase fps and whatnot)


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