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Add Smoke Shell Drop Module


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#1 VoltarDark

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Posted 02 December 2013 - 08:28 AM

Smoke cover is are always a important part of modern battle.

It would use the same mechanic as the air strike (global team cool down)

A popular price (mc/cb)

2 formats:
  • The light smoke shell for 15 sec smoke generation; 100 m diameter
  • The heavy smoke shell for 30 sec smoke generation; 250 m diameter
  • It don't affect radar
  • it don't affect weapons
  • Heat vision only can help to see into it at a 75% range reduction relative to night.


#2 Mystere

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Posted 02 December 2013 - 08:39 AM

I approve of this request.

#3 Caswallon

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Posted 02 December 2013 - 08:42 AM

Damn beaten to it..

Great idea wish I had thought of it first...

#4 ManDaisy

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Posted 02 December 2013 - 08:58 AM

Forget that. I'd rather they not half *** it and just put in the full weapon. http://www.sarna.net/wiki/Mech_Mortar

#5 Durant Carlyle

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Posted 02 December 2013 - 09:56 AM

Those people who already have low game performance won't appreciate their FPS going even lower due to this request.

#6 Felicitatem Parco

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Posted 02 December 2013 - 09:59 AM

View PostDurant Carlyle, on 02 December 2013 - 09:56 AM, said:

Those people who already have low game performance won't appreciate their FPS going even lower due to this request.

This is a very valid concern. Smoke graphical effects are always very demanding on computer/game console hardware; this is evident in every video game made to date. Smoke effects will always be a major resource hog owing to it's complexity, translucency, ect. and so making a smoke screen with a large area of effect that looks pretty might be prohibitively intensive.

#7 Durant Carlyle

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Posted 02 December 2013 - 10:08 AM

I forgot to add:

I wouldn't appreciate my own machine's good performance decreased by the potential addition of 24 smoke screens during a match.

#8 VoltarDark

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Posted 02 December 2013 - 10:53 AM

View PostDurant Carlyle, on 02 December 2013 - 10:08 AM, said:

I forgot to add:

I wouldn't appreciate my own machine's good performance decreased by the potential addition of 24 smoke screens during a match.


Module has a team cooldown prohibiting more than one per side at the same time on the battlefield.

#9 Durant Carlyle

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Posted 02 December 2013 - 11:33 AM

I wasn't talking about all at once. A long match would still have 24 possible smoke screens (two at a time, 12 times with a one-minute cooldown).

#10 VoltarDark

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Posted 02 December 2013 - 11:56 AM

Smoke like fog increase frame rate if well programmed. (occlusion optimization)

#11 BarHaid

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Posted 02 December 2013 - 10:03 PM

View PostVoltarDark, on 02 December 2013 - 10:53 AM, said:


Module has a team cooldown prohibiting more than one per side at the same time on the battlefield.
Darn, that's a good reason to make it a Consumable Module. I want smoke rounds for my LRMs and Mortars, but this frame rate degradation issue makes me think it will never happen. Global cool down? Maybe the smoke wall lives again!

#12 Durant Carlyle

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Posted 02 December 2013 - 11:18 PM

View PostVoltarDark, on 02 December 2013 - 11:56 AM, said:

Smoke like fog increase frame rate if well programmed. (occlusion optimization)

I haven't ever seen performance increase or even stay the same with fog/smoke on the field. In every game I've ever played, performance has decreased with either one present.

Evidently, no one knows how to program it correctly.

#13 Ziogualty

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Posted 03 December 2013 - 01:03 AM

+1.
Both for the idea and because it already exists in the BT universe.

#14 Namouche

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Posted 09 December 2013 - 12:50 PM

maybe an easy way is to replace each shell impact by another red smoke column,and each shell making 1dmg.





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