

Trees and cover (short)
#1
Posted 05 December 2011 - 03:24 PM
#2
Posted 05 December 2011 - 03:35 PM
That said it should also be harder to manouvre through them. Even in the canon it was made clear that really big trees could stop even an assault mech or damage it if you ran into it full tilt.
The same should also be true of weather conditions like rain, snow, fog, night time (yes for military purposes Night counts as a weather state). visibility, tracking and even movement should be impaired.
Semyon.
#3
Posted 05 December 2011 - 03:54 PM
Also, forest fires.
#4
Posted 05 December 2011 - 08:29 PM
#5
Posted 06 December 2011 - 09:04 AM
Cyttorak, on 05 December 2011 - 03:24 PM, said:
MechWarrior:Living Legends have implemented trees for exactly this purpose as well as cosmetic reasons. They can be used as cover, though only for a short time until they are destroyed. Though implementing trees along with their folio will take down performance if it is not done correctly.
Technoviking, on 05 December 2011 - 03:54 PM, said:
Also, forest fires.
Trees in MWLL also deal damage upon collision with any asset, which adds a layer of realism. This I'd see as a must for MWO too.
As for having the client able to ignite a forest fire, I'd recommend voiding that in any bigger scale, fire effects does take a serious amount of performance on both client and server. All you will get from this is a nice slideshow, while being unable to interact at any level online, with a good possibility of either crashing the servers or the clients, whichever comes first.
#6
Posted 06 December 2011 - 09:23 AM
hmmm
maybe avoiding physics interaction whenever possible? Like you ram or shoot at a tree trunk, you get slowed a little but you shatter it. No falling over, it just kablooeys into shards.
you move through branches you just get some of the crysis style foliage bending but no actual broken branches.
Flamers and other assorted incendiaries have a 100 % chance of lighting em up (for mechcommander style forest fires), everything else, a lower chance of fire with a higher chance of just turning them into exploded mulch.
Maybe treating multiple trees as 1 object (not to the same extent as MW4 though)
I dunno, i finally just want to cruise through a thick foliage environment with my mech, whatever means allows that i'll be cool with it.
Edited by VYCanis, 06 December 2011 - 09:23 AM.
#7
Posted 06 December 2011 - 09:25 AM

#8
Posted 06 December 2011 - 10:01 AM
VYCanis, on 06 December 2011 - 09:23 AM, said:
hmmm
maybe avoiding physics interaction whenever possible? Like you ram or shoot at a tree trunk, you get slowed a little but you shatter it. No falling over, it just kablooeys into shards.
you move through branches you just get some of the crysis style foliage bending but no actual broken branches.
Flamers and other assorted incendiaries have a 100 % chance of lighting em up (for mechcommander style forest fires), everything else, a lower chance of fire with a higher chance of just turning them into exploded mulch.
Maybe treating multiple trees as 1 object (not to the same extent as MW4 though)
I dunno, i finally just want to cruise through a thick foliage environment with my mech, whatever means allows that i'll be cool with it.
Having hundreds of breakable object scattered around will cause a lowered performance on both client and server. There is no way to not cause it to lower performance afaik. The trees/folio needs to be phyisicalized, else the folio will not interact with the client, the wind or other environmental effects, and the tree will be passable by the client.
The Crysis folio takes resources too though not enough to call it a major performance dropping factor on any standard gaming system. It is the fire effects along with water effects, reflections and refractions comes to mind, in the engine takes resources to compile for the client. And that is where the issue lays. iirc the fire effect (flames, small fire, explosions, etc.) in Crysis is made up of multiple rotated decals/images to create a 3D feel, having tens or even in the hundreds of those will impact on performance, it really doesn't matter how few decals or low res that the effect is made up from, since you will have any other environmental effect (within the clients view) having their say in the resources too. I'd suggest trying out MWLL on UltraHigh CCC++ to see how well the OS copes with it, then lowering the settings to see the difference. Disclaimer: This is done on your own responsibility, it should only be done if you have an OS that you know will not burn out doing so.
Having clusters of trees act as a single entity would result in the same.
CoffiNail, on 06 December 2011 - 09:25 AM, said:

And I'm a slow poster

I think you can add something to the above somewhere

#9
Posted 06 December 2011 - 10:21 AM
While I know this isn't the TT, forest in the TT is much harder to clear than that...precisely, 10 medium laser hits worth of damage to clear light woods and 18 to clear heavy woods (8 hits turns the heavy woods into light woods).
Also, in the TT walking through woods will not clear them, unlike MW4.
I'm not sure how you can get cover for firing without the trees impacting your own fire. One idea is to have cone of fire/reticle effects on anyone targeting a mech in "forest" terrain. This would be regardless of whether the trees actually covered a large portion of the mech model.
#10
Posted 06 December 2011 - 10:23 AM

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