Hmm, also a fair point Dimension.
I do know that the drop pod simply disappearing was basically the only thing which really annoyed me about the gameplay video. Otherwise it was all good![]()
Hmm, also a fair point Dimension.
I do know that the drop pod simply disappearing was basically the only thing which really annoyed me about the gameplay video. Otherwise it was all good![]()
There is a perfectly logical explanation for this, in a way the tanks actually do "fade away and die", you see, they rust to dust really freaking fast in these environments. Furthermore the nature has gotten used to war and the microorganisms have adapted and evolved so they can now break down even the most robust of panzer plate (word has it that they find it quite tasty to)...
Niklas- "Hmm, fair point. How about changing their type to 'landscape' as soon as they die (for tanks and drop pods anyway)?"
I don't think that would be an easy thing to do. If you started to do such a thing the computer would have to alter the huge 3d object that the world is comprised of each and every time a unit perished. The world object would then consist of more and more polygons as the time went by and you had to make collision detections for a structure who's complexity keep on increasing...
Last edited by GreatSamaman; 31st May 04 at 2:44 PM. Reason: Combined Double-Double-Post
I would like to see a clientside variable that would determine how long corpses would stay. That way, if you want the bodies to stick around a little longer you can extend the corpse stay value to something higher but you might take a performance hit.
#104
That's why I mentioned a client side variable for SP or Skirmish mode. You don't want one person in MP with a slow computer setting the limit so high that the game lags out because his system can't keep up. That, would, suck.
Khelben: Yeah, I thought it might be difficult.. But one can wish![]()
#106
I've now moved this thread into the Liber Belli Oriani, to rest in perpetuity.
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