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 Post subject: Vehicle Damage
PostPosted: Mon Apr 08, 2013 1:02 am 
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Joined: Wed Oct 31, 2012 4:38 am
Posts: 114
Im not sure if this has been discussed, but heres an idea for how vehicles get damaged.

Make vehicle damage similar to how players get killed. Make it probability based with hits to specific parts have different affects.

What I mean is, close ranged LAW rocket to the back of an APC has a high chance of destruction to the entire APC. A far ranged shot to the front of an APC might just glance off and not destroy the apc. A law rocket to the apc wheel or tank track might render that track broken and disable steering in that direction, or a rocket shot may cause the turret to lose function.. That type of thing.

But until the engineer class happens that isnt even an option really.

Im on heavy pain medication so I hope this makes sense.


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 Post subject: Re: Vehicle Damage
PostPosted: Tue Apr 09, 2013 9:28 pm 
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Joined: Sun Feb 03, 2013 5:55 pm
Posts: 37
Hmm, I like your ideas. It would be cool to have weakness spots on the APC's. I like it :D


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 Post subject: Re: Vehicle Damage
PostPosted: Tue Apr 09, 2013 10:26 pm 
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Joined: Tue Jan 03, 2012 9:58 am
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Location: Western Europe
For now vehicles just act as a single collision box (+turret+cannon for APC) and of course the tyres. Having weak spots would require more collision boxes bounded to a vehicle. Of course this would be cool but it might not be the easiest task to achieve. About the damage model, there is only a healthy state and a broken state of the model but nothing inbetween. At some point we may add particles emissions with different densities to better visualize how bad a vehicle is damaged.


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 Post subject: Re: Vehicle Damage
PostPosted: Wed Apr 10, 2013 1:54 am 
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Joined: Wed Oct 31, 2012 4:38 am
Posts: 114
Thats what I figured. Well thanks for the reply!

Matt


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 Post subject: Re: Vehicle Damage
PostPosted: Thu Jun 06, 2013 9:46 pm 
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Joined: Sun Feb 03, 2013 5:55 pm
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Any update Jack if there is going to be different collision boxes yet or not?


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 Post subject: Re: Vehicle Damage
PostPosted: Thu Jun 06, 2013 10:21 pm 
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Joined: Tue Jan 03, 2012 9:58 am
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Location: Western Europe
LinktersHaZe wrote:
Any update Jack if there is going to be different collision boxes yet or not?


Probably not. IF we are taking a look at this, then not in the near future anyway.


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 Post subject: Re: Vehicle Damage
PostPosted: Fri Jun 07, 2013 6:17 am 
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Joined: Sat Feb 16, 2013 1:49 am
Posts: 10
Why not make it so that a vehicle has a percentage chance to be destroyed by an explosive device. The base value starts off at, say, 20%, but as the vehicle takes damage so does the chance of destruction. It would be more fitting to how a lot of RwR gameplay revolves around pure luck and coincidence.


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 Post subject: Re: Vehicle Damage
PostPosted: Fri Jun 07, 2013 12:31 pm 
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Joined: Wed Jan 18, 2012 3:19 am
Posts: 567
Location: The States
Woah woah woah, RWR does NOT revolve around pure luck and chance.. Unless you lose the fight. Then it's pure luck. If you win, then it's pure skill :D

In any case, I don't really like the idea of a 20% -> 40% progression death chance. Vehicles are one of the few things that you can rely on to work. I would enjoy having a company of heroes style damage system as described above where you can destroy the main gun/tracks/crap like that.

ComJak

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