Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: SSC-ADMRL on December 18, 2001, 09:03:00 pm
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Hey dont u think it would be neat if when you or your target especially on a cap ship hits 0% that instead of blowing up firery debris should break off the target where u hit. 0% means that it cannot take anymore damage not that it blows up. i think if it gets to 0% and yopu hit the engines or some major system it should blow up. Just like in the fs2 intro with the orion
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Geo-mod, baby, Geo-mod. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Blowing up parts of objects is cool. And now when Volition made Red Faction we got a little taste on how to blow things up. Hopefully the next generation space-sims gonna have this kind of feature.
Pez
[This message has been edited by Pez (edited 12-18-2001).]
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Well, it's kinda possible. Might take some engine pushing, but the Ganymede station already does part of what you want. Chunks fly off when you blow it up. Neat party trick. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
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Just nice to come up with this topic because I was watching Babylon 5 episodes called Severed Dreams and Shadow Dancing.
In both episodes, whenever a capital ship is heavily damaged that it is considered out of the battle, the capital ship just starts to drift out of control.
So, I was thinking how nice if a space sim came up with a new engine that simulates this. That means if the capital ship reaches 0 percent, the ship just starts to drift aimlessly with fires raging throughtout the ship. Of course not all capital ships must drift aimlessly. Maybe some suffer huge internal explosions like a reactor blowing due to a surgical strike and that causes the capital ship to be blown to bits and pieces.
Wonder how long it will take for this kind of engine to become a reality. Hope not when I'm 80 or something.....
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Originally posted by NeoHunter:
Just nice to come up with this topic because I was watching Babylon 5 episodes called Severed Dreams and Shadow Dancing.
In both episodes, whenever a capital ship is heavily damaged that it is considered out of the battle, the capital ship just starts to drift out of control.
So, I was thinking how nice if a space sim came up with a new engine that simulates this. That means if the capital ship reaches 0 percent, the ship just starts to drift aimlessly with fires raging throughtout the ship. Of course not all capital ships must drift aimlessly. Maybe some suffer huge internal explosions like a reactor blowing due to a surgical strike and that causes the capital ship to be blown to bits and pieces.
Wonder how long it will take for this kind of engine to become a reality. Hope not when I'm 80 or something.....
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Actually, on Wing Commander: Prophecy capships already behave sort of like that. When you destroy their Shield Generators, Bridge and Engines they suffer a series of explosions, the hull looks like it's all burnt, fires erupt everywhere, but the ship stays in (almost) one piece, drifting in space doing nothing.
It's really nice to fly past that carrier you killed on the beginning of the mission when you're heading back home. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Wing Commander has this feature??? Hmm. never played the game.
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GTD Excellence ("http://freespace.volitionwatch.com/excellence") Webmaster
< [b][email protected][/b] >
"Be flakked or be square!"
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Prophecy does anyways. It is kinda neat...I wish they self destructed a bit more than they did however.
In Babylon 5, sometimes the hull remains intact while the innards explode outwards, but there is a number of occasions where they ship is outright destroyed.
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Yeah. In Shadow Dancing, they focus a beam on a Shadow Battlecrab until it simply exploded into pieces.
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GTD Excellence ("http://freespace.volitionwatch.com/excellence") Webmaster
< [b][email protected][/b] >
"Be flakked or be square!"
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I think there used to be a VBB thread on this; someone said that it might be possible to make submodels on the ship break up as the various areas are hit and add stuff in under the submodels, which would allow the destroyed components beneath the covering submodel to show up when the part was hit. Would take some work, but someone might be able to do it for the largest ships. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Would the NTF asteroid base count as that?
I read the SEXPs programming for that mission. A hell of a lot of SEXPs just to make the asteroid look like it was breaking apart subsystem by subsystem.
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GTD Excellence ("http://freespace.volitionwatch.com/excellence") Webmaster
< [b][email protected][/b] >
"Be flakked or be square!"
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But imagine doing that for more than one ship in the mission for that - it'd take one hell of a lot of scripting, and for how much gain?
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just made a turret thats part of the ship, so you can blow it up.
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Starlancer is sorta like that, when the ship gets destroyed, thers all these explosions along the hull, a big flash and all thats left is a burnt out hull and this big cloud of debris..
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Originally posted by Thunder:
But imagine doing that for more than one ship in the mission for that - it'd take one hell of a lot of scripting, and for how much gain?
it was coz they had to destroy the subsystems w/o destroying the ship itslef. a ship done with lots of submodels wouldn't need that.
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Originally posted by Thorn:
Starlancer is sorta like that, when the ship gets destroyed, thers all these explosions along the hull, a big flash and all thats left is a burnt out hull and this big cloud of debris..
Starlancer did that pretty well. All that's left in SL is mangled wreckage and chunkies. Pretty cool.
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Originally posted by Shrike:
Starlancer did that pretty well. All that's left in SL is mangled wreckage and chunkies. Pretty cool.
you can do that with a nice debris model (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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Can you set the speed of debris? Because FS tends to send it flying off at a few hundred m/s....
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Originally posted by Shrike:
Can you set the speed of debris? Because FS tends to send it flying off at a few hundred m/s....
If the debris is centered exactly on the center of the explosion, it shouldn't move.
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Originally posted by Pez:
Geo-mod, baby, Geo-mod. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
I can see it now, RF2 you get to have geo-mod on models, nothing like blowing away chunks of guards and mercs (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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[This message has been edited by Dr.Zer0 (edited 12-20-2001).]
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Originally posted by Dr.Zer0:
I can see it now, RF2 you get to have geo-mod on models, nothing like blowing away chunks of guards and mercs (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
Nah, Raven have already claimed that (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Have they? I mean... I don't think the Ghoul system counts as Geomodding...
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Originally posted by Thunder:
Have they? I mean... I don't think the Ghoul system counts as Geomodding...
Hé! t'as vu ta ghoul????
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)
sorry, couldn't help (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)