Next Major Addition To Maps
#1
Posted 09 July 2015 - 04:58 PM
I would like to see variable weather added to the maps just like they did to time in River City. You could add rain storms, wind, fog and snow storms.
I would also like to see trees burning from flamers.
Maybe high and low tides. Not my idea, that one belongs to FearNotDeath.
Any other suggestions?
#2
Posted 09 July 2015 - 04:59 PM
#3
Posted 09 July 2015 - 09:44 PM
I kid, I kid!
Back on topic: if Tourmaline Desert could get time of day effects, then adding in weather effects for the night time would be fantastic! Night sand storms and cold temps would make that map totally different from the "heat of he day" map we have now.
Edited by BarHaid, 09 July 2015 - 09:47 PM.
#4
Posted 10 July 2015 - 12:24 AM
#5
Posted 10 July 2015 - 12:51 AM
Also, astroid strikes on maps like Vitric Forge are a realistic possability.. make them like a loose artillery strike but with no warning whatsoever.. Not too often though...
#6
Posted 10 July 2015 - 02:19 AM
Edited by CSJ Ranger, 10 July 2015 - 02:20 AM.
#7
Posted 10 July 2015 - 02:30 AM
I think there'd be great unexplored potential in modelling that. Think of the possibilities:
Crazy jumping on some maps, nonexistent on others.
Variable bullet drop.
(On low-gravity bodies:) That nasty Locust bothering you? Launch it into high orbit with an AC20.
Edited by jss78, 10 July 2015 - 02:33 AM.
#8
Posted 10 July 2015 - 02:34 AM
jss78, on 10 July 2015 - 02:30 AM, said:
I think there'd be great unexplored potential in modelling that. Think of the possibilities:
Crazy jumping on some maps, nonexistent on others.
Variable bullet drop.
That nasty Locust bothering you? Launch it into high orbit with an AC20.
I remember reading something in the fluff somewhere that Mechs Actuators and Myomar can be tuned to account for different gravities. It is generally performed in flight to the drop system.
#9
Posted 10 July 2015 - 02:55 AM
Joseph Mallan, on 10 July 2015 - 02:34 AM, said:
The differences in jump height and bullet drop would still be there though.
I'd love varied gravity with gameplay impact.
Remember that escort mission in MW2 mercenaries where you are guarding a giant ice asteroid being transported through space against pirate attacks?
The gravity on that mission was so low that using jumpjets could actually propel you outside the asteroids field of gravity and send you drifting away in space. Oh the nostalgia...
#10
Posted 10 July 2015 - 02:58 AM
Sjorpha, on 10 July 2015 - 02:55 AM, said:
The differences in jump height and bullet drop would still be there though.
I'd love varied gravity with gameplay impact.
Remember that escort mission in MW2 mercenaries where you are guarding a giant ice asteroid being transported through space against pirate attacks?
The gravity on that mission was so low that using jumpjets could actually propel you outside the asteroids field of gravity and send you drifting away in space. Oh the nostalgia...
In competitive league play, low-g maps were entirely different types of battles due to that. You could literally float at high speeds. It was pretty awesome.
Firemoth in low-g broke the ludicrous speed barrier.
#11
Posted 10 July 2015 - 10:45 AM
Sjorpha, on 10 July 2015 - 02:55 AM, said:
The differences in jump height and bullet drop would still be there though.
I'd love varied gravity with gameplay impact.
Remember that escort mission in MW2 mercenaries where you are guarding a giant ice asteroid being transported through space against pirate attacks?
The gravity on that mission was so low that using jumpjets could actually propel you outside the asteroids field of gravity and send you drifting away in space. Oh the nostalgia...
WHy are you guarding a giant ice asteroid? THe house you working with needed more ice for thier tea and soda?
#12
Posted 10 July 2015 - 10:48 AM
The engine certainly supports dynamic weather. But I fear the game would require a few more rounds of optimizing before pushing it that hard.
#13
Posted 10 July 2015 - 10:57 AM
Vellron2005, on 10 July 2015 - 12:51 AM, said:
Also, astroid strikes on maps like Vitric Forge are a realistic possability.. make them like a loose artillery strike but with no warning whatsoever.. Not too often though...
Adding natural RNG elements on the maps is a terrible idea now matter how low it is.
#16
Posted 10 July 2015 - 11:22 AM
Rhaythe, on 10 July 2015 - 10:59 AM, said:
I'm pretty sure Asteroids dont hit you in River City or any map, nor do River monsters bite you legs on Bog, or Lava beast on Terra.
There is no RNG damage elements to any maps other then the natural hazards of piloting your mech, Falls, Lava, etc.
#18
Posted 10 July 2015 - 11:24 AM
DarthRevis, on 10 July 2015 - 11:22 AM, said:
I'm pretty sure Asteroids dont hit you in River City or any map, nor do River monsters bite you legs on Bog, or Lava beast on Terra.
There is no RNG damage elements to any maps other then the natural hazards of piloting your mech, Falls, Lava, etc.
Apologies. Misread what you were commenting to.
#19
Posted 10 July 2015 - 11:43 AM
Vellron2005, on 10 July 2015 - 12:51 AM, said:
Also, astroid strikes on maps like Vitric Forge are a realistic possability.. make them like a loose artillery strike but with no warning whatsoever.. Not too often though...
Maybe as a special effect, but definitely not something that does actual damage.
#20
Posted 10 July 2015 - 11:47 AM
Crimson Straight--Downpours or heavy fog
Tourmaline--Dust Storm
Terra Therma--ash falling so thick its like a snow storm
Alpine--blizzard conditions like Frozen City day.
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