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Gravity Should Vary By Map And Planet


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#21 Mystere

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Posted 29 November 2016 - 08:43 AM

View PostAppogee, on 28 November 2016 - 08:43 AM, said:

Not every planet has the same mass as Earth.

So the different maps we fight on, and the different planets we fight on in FP, should have differing gravities.

Differing gravity would affect the effectiveness of Jump Jets, fall rates and fall damage.

CryEngine has variable gravity built in. MW:LL used it to good effect on its asteroid map.

Give us variety. Give us one more tiny step towards sim. Give us variable gravity.

View PostMrJeffers, on 28 November 2016 - 08:58 AM, said:

PGI has stated in the past that they don't plan on doing any different gravity settings per planet. In fact, the flavor text of each planet that indicates different gravity is in fact just text, the actual settings are the same on each planet.

I believe the reasoning was Jump Jets and how they work. They have a single set of thrust/lift values to work with - so on low gravity maps Mechs would literally fly off the map. And likewise be completely useless (more so than now) on heavier gravity planets.



Apparently, Physics is too hard for many folks! Posted Image

Edited by Mystere, 29 November 2016 - 08:45 AM.


#22 Bombast

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Posted 29 November 2016 - 08:47 AM

View PostDavers, on 29 November 2016 - 08:42 AM, said:

Shhhh. You are talking about lore, and that has no place here. Posted Image

Posted Image



#23 Mystere

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Posted 29 November 2016 - 08:48 AM

View PostVellron2005, on 29 November 2016 - 06:05 AM, said:

Ah my dear friend.. it took them YEARS to implement time of day.. how much do you think will take them for variable gravity?


And the implementation sucks ... ahem, I meant ... time of day happens too quickly. Posted Image

#24 TLBFestus

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Posted 29 November 2016 - 10:33 AM

Don't forget that realistically differences in gravity would affect not only JJs and fall damage.

It's reasonable to assume that it would also affect;

- ballistics trajectory
- top speed
- acceleration
- deceleration
- yaw and pitch speed

PGI couldn't cope.

#25 TheArisen

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Posted 29 November 2016 - 12:12 PM

View PostTLBFestus, on 29 November 2016 - 10:33 AM, said:

Don't forget that realistically differences in gravity would affect not only JJs and fall damage.

It's reasonable to assume that it would also affect;

- ballistics trajectory
- top speed
- acceleration
- deceleration
- yaw and pitch speed

PGI couldn't cope.


To make a good game it's important not to overdose on realism. Too much makes the game overly difficult and thus unfun.

Also, while it was proven recently light is affected by gravity (with a laser) Pgi, like most studio's would likely overlook that and essentially nerf ballistic weapons.

Although something needs to be done to increase map variety so I definitely support this.

#26 Tom Sawyer

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Posted 29 November 2016 - 12:23 PM

I am still trying to wrap my mind around in CW where I drop on a frozen alpine valley and on the same planet make a drop into OH MY GOD WHERE DID THAT BLUE GIANT SUPERNOVA COME FROM???!!!

Where the heck is the dropship??? RETREAT!

#27 BattleBunny

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Posted 29 November 2016 - 02:15 PM

View PostAppogee, on 28 November 2016 - 08:43 AM, said:

Not every planet has the same mass as Earth.


or radius.

anyway, i agree. and since paul could apparantly adjust gravity on the fly as a joke during games, it shouldnt be hard to implement.

View PostMrJeffers, on 28 November 2016 - 08:58 AM, said:

so on low gravity maps Mechs would literally fly off the map. And likewise be completely useless (more so than now) on heavier gravity planets.


yes. thats the idea.





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