ManDaisy, on 23 November 2011 - 11:50 AM, said:
I'm going by Table Top here, and not past video games where mechs going boom was just a cop out cause it looks cool.
Just suggestings that devs dont take the easy way out such as in MW4 where all deaths result in your mech going boom.
The mechs going boom
wasn't for it to "look" cool, it was to get rid of excess polygons that weren't being used without having them simply disapear into thin air.MW4 has a maximum of 255 triangles per piece, initial models tended to be 1000 or fewer triangles, the map itself about 9000 IIRC. The engine (and concurrent video cards) simply had problems
with too many polygons.
This could still be a consideration depending on how long battles anf and how many dead mechs are lying around.. Character polycounts in Cryengine 3 can average around 10K. There's no good reason to keep them around, they take up space and don't add to the game. Additionally it is doubtful that the walking animation would take them into acount very well. (ie they'de be either blocks you couldn't get past or phantoms you'd go through.
The exploding mech is a simple and less unrealistic method to this problem than having mechs corpses laying around potentially indicing flag and or movement issues.
Most games with dying opponents have one method or another for getting rid of the trash.Take a look at modern games, say Battlefield 3 or COD:MW...
How many corpses remain....
It's not about looking cool, it's about performance.
Edited by verybad, 23 November 2011 - 09:21 PM.