Cry Engine 3: Soft body Physics.
Now this may seem unrelated, but if you direct your eyes to the FAQ, there is something rather interesting that applies.
Quote
A.We are proud to announce that CryENGINE®3 powers MechWarrior® Online™
I was wondering that if soft bodied damage physics are availible for use, will (not quite sure how to word this) the developers(you?) be able to implement it into gameplay by any meaningful degree?
So you may be saying:
"What the heck does that mean?"
Well my friend, what I mean is that when you launch a missile at a truck in real life, it does this.
Okay, so how does this fit into my ever elusive point?
Well, just simply glancing at this image, we can clearly see two things:
1)
This truck and its occupants are very dead
2)
This truck and its occupants are very bent and twisted into all sorts of ways that they should not be twisted in.
You may also notice another thing:
The front of the truck was hit with the explosive, not the back, therefore only the front is damaged (severely.)
Okay, great, but where is my point?
Well, when you look at the burnt, twisted remains of a truck like this one:
What do you think?
Probably something along the lines of;
"Yep, that truck is pretty dead."
...and then you move on with whatever else you were doing, immediately forgetting about the truck and how it was damaged entirely. This applies in larger part to Mechwarrior, but for lack of a proper image of a dead mech, I'll subsitute for now with a destroyed tank.
Just look at that, eh? Pretty dead looking indeed, but you notice something here, don't you? Its without a story, its nondescript and most of all, its boring. I can't even really tell if its a tank or not, I'm just assuming it is from the treads.
You don't know anything of what happened here, do you? To you and I, its just a pile of useless scrap metal covered in mud and grime.
Okay, so I've had my fun and I've given you some examples of wanton destruction, now what the blazes am I hoping to acheive through all of this?
Well look no further than the banner of this very site, hey, I've even taken the liberty of doing it for you and posting it here so you don't even have to look.
My my, look at that.
What do we see here? Destruction with a story. I'm not going to bore you by going into detail, but take a look at the mech on the far right. Part of its torso is falling off from laser damage or something. Look at the falling bits of molten metal as they rip from the main chassis, revealing the red-hot innards for all to see.
Now doesn't that look amazing?
The best part is?
This is essentially done for the developers by CRYTEK in the engine, all they have to do is re-code the damage system.
Okay, I'm getting ahead of myself here.
How I forsee this working is insead of a black blotch or red hot particle overlay onto the mech's model at the point of impact, is that there exists three layers to the battlemech. The first, outermost, layer is the armor plates, this should be self explainatory, but the damage would be done so that if you were to shoot a part of the armor plate with say, a small yeild missile, that area would be damaged and bent a little, but not the entire segment.
It would also be visible for all to see, meaning that one could damage an enemy and have the rest of their team coordinate their efforts upon that specific armor section, eventually revealing the next layer: the inner mechanics.
The entire mech would be realistically moved around by mechanical parts that one would find in everyday life (servos, pulleys, hydraulics, ect.), meaning that when someone manages to breach the outer armor, they are able to damage the inner workings on a much more realistic degree. For example:
Mech A is shooting at Mech B.
Mech B is hit in the elbow by Mech A with a Gauss round, thus nearly instantly piercing all armor and severely damaging the elbow's servo and either crippling the rest that arm down, or merely locking it in place depending on how lucky Mech A was.
Mech A sees this damage, and uses his small weapons to rip the innards apart with ease, thus further disabling the arm and possibly any hydraulic lines running through that area (if mechs use hydraulics, I have no idea if they do or not, correct me otherwise.)
Okay, you might be saying, this is entirely pointless, what's wrong with the old system?
Because having the arm magically swap to a charred, twisted model when destroyed really rustles my jimmies.
Okay, moving on.
Didn't I mention three layers? So far I've only explained two.
Well, the third layer of damage prone innards is the super-structure, the actual skeleton of the mech. Once the mechanical bits have been cleared away, all you have left is a whole lot of iron and joints. Its pretty simple of what happens to the super structure if shot, it breaks and the limb or area either falls off (everything but the middle torso) or crumbles apart (the middle torso) much like the image we see of the banner with the mechs shooting at eachother.
A way one could use this to be more interesting is if maybe Mech A falls awkwardly from a tall building or something, and lands on the edge of one leg, that leg would be bent horridly at the super-structure. The pilot would then be forced to deal with finding how to get back up and walking with it, and depending on the skill of the pilot the mech could either be disabled or crippled to the point of limping. This could also factor in the innards. (were any servos or hydraulic/electrical lines damaged?)
Now I know this would take a lot of effort and attention to detail, but I believe that it would elevate this game to a whole new level of awesome. Yell at me if I'm doing this whole forum thing wrong, this is the first time ever I've actually posted something onto one as a new topic. Thanks for reading and tell me what you think!