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 Post subject: Re: Fire/Water Dynamics
PostPosted: Thu Jun 30, 2011 2:12 pm 
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ChloChlo wrote:
Blink wrote:
Two words: river ambush.


Hop onto the Chlo/Rend train, Blink.

AKA the idea train.


Nah, I don't have a train. I have a spaceship....

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 Post subject: Re: Fire/Water Dynamics
PostPosted: Thu Jun 30, 2011 5:52 pm 
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Rendered wrote:
Water Dynamics could:
-Have 'pools' in the suburbs
-Boats
-Rivers/Lakes/Oceans
-Swimming

Right now I'm imagining a "Hard Rain" sort of deal where as the match goes on the rain gets harder, and you eventually resort to fighting on boats and rooftops because of the flooding...

.. ahem, on a more serious note, flame weapons would need to be seriously balanced or the entire map/battlefield is going to be on fire. Perhaps the fire doesn't have a tendancy to spread too much, leaving it mostly isolated to where the weapon hit? It would be more of a denial of access weapon rather than an "everything burns muahahaha" weapon.

If cover can burn down because of flamethrowers/molotovs/whatever then there seriously needs to be a way to build more cover (sandbags as suggested many times) and there need to be flame retardant cover (concrete bunkers, walls, etc.)

Having rivers and stuff run through a map with bridges as key chokepoints would be nice.

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 Post subject: Re: Fire/Water Dynamics
PostPosted: Thu Jun 30, 2011 5:58 pm 
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OzyThesage wrote:
Rendered wrote:
Water Dynamics could:
-Have 'pools' in the suburbs
-Boats
-Rivers/Lakes/Oceans
-Swimming

Right now I'm imagining a "Hard Rain" sort of deal where as the match goes on the rain gets harder, and you eventually resort to fighting on boats and rooftops because of the flooding...

.. ahem, on a more serious note, flame weapons would need to be seriously balanced or the entire map/battlefield is going to be on fire. Perhaps the fire doesn't have a tendancy to spread too much, leaving it mostly isolated to where the weapon hit? It would be more of a denial of access weapon rather than an "everything burns muahahaha" weapon.

If cover can burn down because of flamethrowers/molotovs/whatever then there seriously needs to be a way to build more cover (sandbags as suggested many times) and there need to be flame retardant cover (concrete bunkers, walls, etc.)


Yeah. Maybe the fire only spreads for a little while until it dies down? In a game called Project Zomboid, you can burn houses down, but the home stops burning after a while, leaving most of the house still. Maybe base it off that?
Having rivers and stuff run through a map with bridges as key chokepoints would be nice.

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JackMayol wrote:
As you may not know yet, your soldier is in a block which is active, everything is rendered.
Everything is MEEE! viewtopic.php?f=6&t=1132&p=6592#p6570
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 Post subject: Re: Fire/Water Dynamics
PostPosted: Fri Jul 01, 2011 3:21 am 
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Joined: Tue Jun 28, 2011 6:03 am
Posts: 51
OzyThesage wrote:
Rendered wrote:
Water Dynamics could:
-Have 'pools' in the suburbs
-Boats
-Rivers/Lakes/Oceans
-Swimming

Right now I'm imagining a "Hard Rain" sort of deal where as the match goes on the rain gets harder, and you eventually resort to fighting on boats and rooftops because of the flooding...

.. ahem, on a more serious note, flame weapons would need to be seriously balanced or the entire map/battlefield is going to be on fire. Perhaps the fire doesn't have a tendancy to spread too much, leaving it mostly isolated to where the weapon hit? It would be more of a denial of access weapon rather than an "everything burns muahahaha" weapon.

If cover can burn down because of flamethrowers/molotovs/whatever then there seriously needs to be a way to build more cover (sandbags as suggested many times) and there need to be flame retardant cover (concrete bunkers, walls, etc.)

Having rivers and stuff run through a map with bridges as key chokepoints would be nice.


Well, real flamethrowers are generally bulky, short-range, have a small fuel tank, and tend not too spread to badly due to the jelly-like nature of the napalm. I'd say life has balanced it fairly well. :)

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Last edited by Blink on Fri Jul 01, 2011 3:23 am, edited 1 time in total.

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 Post subject: Re: Fire/Water Dynamics
PostPosted: Fri Jul 01, 2011 3:23 am 
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Joined: Mon Jun 27, 2011 11:32 pm
Posts: 374
Location: Somewhere among the fog, watching you kill the AI.
Blink wrote:
OzyThesage wrote:
Rendered wrote:
Water Dynamics could:
-Have 'pools' in the suburbs
-Boats
-Rivers/Lakes/Oceans
-Swimming

Right now I'm imagining a "Hard Rain" sort of deal where as the match goes on the rain gets harder, and you eventually resort to fighting on boats and rooftops because of the flooding...

.. ahem, on a more serious note, flame weapons would need to be seriously balanced or the entire map/battlefield is going to be on fire. Perhaps the fire doesn't have a tendancy to spread too much, leaving it mostly isolated to where the weapon hit? It would be more of a denial of access weapon rather than an "everything burns muahahaha" weapon.

If cover can burn down because of flamethrowers/molotovs/whatever then there seriously needs to be a way to build more cover (sandbags as suggested many times) and there need to be flame retardant cover (concrete bunkers, walls, etc.)

Having rivers and stuff run through a map with bridges as key chokepoints would be nice.


Well, real flamethrowers generally are bulky, short-range, have a small fuel tank, and tend not to spread to badly due to the jelly-like nature of the napalm. I'd say life has balanced it fairly well. :)



Aaaaand you have it; fire dynamics! :D

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JackMayol wrote:
As you may not know yet, your soldier is in a block which is active, everything is rendered.
Everything is MEEE! viewtopic.php?f=6&t=1132&p=6592#p6570
Image
Proud to be a RwR forum moderator!


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 Post subject: Re: Fire/Water Dynamics
PostPosted: Sun Jul 17, 2011 10:34 pm 
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Joined: Thu Jul 14, 2011 5:34 am
Posts: 22
Location: If only you knew! :P
Maybe this could make water based maps more realistic if they ever come out in the future of the game :D I'm lovin this idea:3

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