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Hitboxes Inside Hitboxes


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#1 tresspaser

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Posted 15 June 2014 - 09:10 AM

Grretings:
Not sure if it can be done but i have a suggestion. Once the armor of a mech section is stripped the internals are damaged. This internal damage and critical destruction I understand is applied as a percent(%) chance of the internal being destroyed. If this is true, then it is just a matter of chance that your criticals will be lost or not. This fights the ideal of a simulation game, instead it becomes a random game of chance with reality simulation elements.
I suggest there be hitboxes for the parts placed in the sections. Not just that the parts increase the total hit points of the section, since this would be an easy workaround. The sections have weapon and equipment placement options, these can be set to be placed in specific places and have their own hit boxes. These internal hitboxes can then receive damage individually and substract hitpoints for each, thus being detroyed when their hitpoints become zero.
So, What happens when one of these internal hitboxes reaches zero and it is again hit by a weapon? Well, this can be aproached in two ways, the easy way or the cool realistic way. The easy way would be to add damage to the adjacent hitboxes distributed equally as heat damage. The cool realistic way would be: 1) for a laser= heat damage on adjacent hitboxes and the beam should go through to the other side, yeah the hitbox should be made transparent and the guy behind receive the damage. 2) fo ballistic= no heat damage but the slug goes through unless the actual size of teh slug is larger than the hitbox size.
Why should we let the weapon go through if the other player is hitting the mech? Well if we aspire for a realistic game and a difference from the rest, it should be done like that. One pilot is shooting another and the damage receiver got his hitbox to zero he looses the internal element from that hitbox and recieves no more damage. The shooting pilot needs to shift his sights so he keeps damaging the other mech. Reasoning behind this? If you break a branch from a tree and keep sawing in the place where the branch was, the rest of the tree is not going to fall down. If i shoot a ship with a cannon and make a hole through it, the rest of the slugs i fire at the same spot, they will go through unrestrained.
Is this dificult to do? Most likely, but then again it is a responsibility a game developer has to create the highest quality software it is capable of and to the demand of the gamer audience it has.
But there are other ways to simulate the same thing with percent chance. Yes, but then again it would miss out on the simulation of reality. There are many more things I would love to discuss but lets start with this one. Thanks all for your attention, and lets see this game to the limit of its potential.





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