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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Penetrable attatchments
As Grif pointed out, I've said my piece on this issue a long time ago. Something else has come to mind regarding the penetration of bullets, though, which Morbo reminds me of.
I wish there was more consideration for the kinetic energy of projectiles. Like, it'd be nice if a hit would knock a target backward. Even if a bullet passes all the way through the target, some energy is going to get left behind and send them back.
Of course... if we want to speak really realistically, we'd talk about terminal ballistics. A depleted uranium or tungsten armor-piercing round is going to go through its target without much deformation, and would carry kinetic energy with it. Only if it somehow got stopped within the target would the energy transfer completely to the target. On the other hand, less dense rounds would tumble and even fracture upon entering the target, greatly increasing the chance of doing more internal damage and imparting all kinetic energy upon the target.
I guess what would be nice in CC is if rounds that didn't pass all the way through the target, or had a hard time passing through the target, would actually do more damage than one that went through cleanly. This would be much more reflective of real terminal ballistics. It'd add an element of trying to figure out how "piercing" of a weapon you want. Too piercing or not piercing enough, and you won't do maximal damage. So then you'd really want an anti-tank rifle just for shooting tanks, and assault rifles just for shooting infantry, rather than the anti-tank rifle being awesome against everything.
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Wed Oct 29, 2008 2:47 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Penetrable attatchments
The problem with all this speculation is that it requires major changes to the engine. And all Data's working on right now is antigravity chocolate.
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Wed Oct 29, 2008 3:03 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Penetrable attatchments
Uhh... What?
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Wed Oct 29, 2008 3:16 am |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: Penetrable attatchments
Apparently Data is messing around with Mass, and chocolate is his test subject.
Believe me, I'm as confused as that clone.
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Wed Oct 29, 2008 4:37 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Penetrable attatchments
Grif wrote: The problem with all this speculation is that it requires major changes to the engine. Yeah, I know, I was just saying...
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Wed Oct 29, 2008 3:24 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Penetrable attatchments
Grif wrote: And all Data's working on right now is antigravity chocolate. So now thing with negative mass float upward? That'd be cool.
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Wed Oct 29, 2008 11:04 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Penetrable attatchments
He didn't say anything.
He just posted a link to that image.
I figured I'd fuel some rumor mill.
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Thu Oct 30, 2008 12:19 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Penetrable attatchments
wooo rumours.
@darlos: i wish CC took ballistics into account too, as it is a game based on physics. the current way things work though, as you said, is the anti-tank weapon beats everything. especially organic anythings. they act like they had their guts hooked up to a trebuchet. or like they got shot with a pile of grapeshot. either way. pff. id love me some realistic pierce physics too.
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Thu Oct 30, 2008 6:07 am |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Penetrable attatchments
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Fri Oct 31, 2008 2:24 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Penetrable attatchments
Azukki wrote: Ahh. Yeah, some sort of Achilles' heel styled weak spot somewhere you wouldn't generally expect could make for a good game play mechanic. Anything else would just kinda seem like different levels of armor. I guess that would be good too though; but not as important.
Deformable head/torso zombies made of a bunch of attachments would also be cool, with their breakwounds being their only means of taking damage. Ripping something up is always a fun objective. why not a dead space mod. Grif wrote: The problem with all this speculation is that it requires major changes to the engine. And all Data's working on right now is antigravity chocolate. jesus christ, a conker's bad fur day reference...
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Sat Nov 01, 2008 9:36 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Penetrable attatchments
NeoSeeker wrote: why not a dead space mod. Well, I meant the flesh chunk attachments on the torso/head would be what you'd have to break, not the limbs, but that would also be cool. And I've kinda already done Isaac Clarke, but I'm using the actor for SE, so I don't think I'll do any necromorphs. But maybe I'll take him out of SE and use him for that.
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Sat Nov 01, 2008 10:00 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Penetrable attatchments
a full dead space pack would be awesome.
cept the plasma cutter would be impossible to make... and a few other guns. oh, i guess you got the plasma cutter down then...
also, for that issac actor, i'd work on the sprite alot more, it's way to dark and seems to lack any of the armor plates. hopefully the helmet is a detachable too, and you put issac's noggin underneath it.
also, rip sounds from the game if you own it.
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Sun Nov 02, 2008 3:47 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Penetrable attatchments
NeoSeeker wrote: also, for that issac actor, i'd work on the sprite alot more, it's way to dark and seems to lack any of the armor plates. Oh, all the ribbing that makes his suit unique is there; it's just not really readily apparent unless you look closely. Also that screencap got jpeg'd. I guess it needs a lot more contrast to be obvious. It would help if I would recolor him the golden color his suit should be; I made him red because he was drenched in blood in the screen caps I'd seen when I sprited the mod. NeoSeeker wrote: hopefully the helmet is a detachable too, and you put issac's noggin underneath it. The face isn't really distinguishable as his currently, but the helmet is detachable. If I make a whole dead space mod instead of just making what I've got part of Shadow Echelon; I'll give him a face more like Isaac's. NeoSeeker wrote: also, rip sounds from the game if you own it. Only played through the 360 version at a friend's house. I'll try taking some audio from youtube videos or something though.
Last edited by Azukki on Sun Nov 02, 2008 5:19 am, edited 1 time in total.
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Sun Nov 02, 2008 5:05 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Penetrable attatchments
let's just find someone with a copy of the game.
i don't think you could get good clean sounds from youtube, they all have music or background noise, or low quality.
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Sun Nov 02, 2008 5:08 am |
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