Forums » Suggestions
Debris in B8
Tramshed pointed that out in another thread about B8, and I think it'd be a great addition to the game. Just put lightly scattered space junk around the area in b8, or maybe lodged in the ice. perhaps even craters and such in the ice ring.. Sedina is a nice name.. Sedina B8 is NOT a nice place. I think it should give off that vibe.
it's Sedina Bait :D
Mentioned before, but worth the forum space to say it again.
http://www.vendetta-online.com/x/msgboard/3/9718#111700
Having some persistant wreckage would be really nice, along with more dynamic asteroids (also suggested before).
http://www.vendetta-online.com/x/msgboard/3/9718#111700
Having some persistant wreckage would be really nice, along with more dynamic asteroids (also suggested before).
And the devs wouldn't really need to do any new modeling. Just use all the debris models from Hive Queens and Cap ships and spread them around. Make them spinning and stuff.
Make the debris of blown up cap ships last a really long time and make them slow down eventually.
Make them like asteroids in a sector, imobile dangerous and moving.
This combo would increase the clutter in the sector.
Or make the debris stay there permanently so it really builds up. Plus if they damage you if you hit it then the debris would be actual debris instead of space fluff.
~Cpt. Overkill~
Make them like asteroids in a sector, imobile dangerous and moving.
This combo would increase the clutter in the sector.
Or make the debris stay there permanently so it really builds up. Plus if they damage you if you hit it then the debris would be actual debris instead of space fluff.
~Cpt. Overkill~
Captain, I hate to correct you, but something can't be imobile and moving. Also, there's no reason for it to slow down. This is space.
There's a perfectly good reason for it to slow down, if an object goes too far away from the sector it will cause the sector process to crash. Also, having debris being permanent is a bad thing, as poly counts would skyrocket.
Huh, had me fooled. Why do we slow down so much when we stop turboing then? Oh, and for kicks, why do we have a maximum speed?
My point: we don't have to obey *all* physics. However, I think a combination of his suggestion (of more persistent debris) and dev-placed debris are good ones.
My point: we don't have to obey *all* physics. However, I think a combination of his suggestion (of more persistent debris) and dev-placed debris are good ones.
Lemming: does going too far away still cause the sector to crash? I've left a centurion on boost for a day and it didn't.
But having wreckage be persistant would definitely do BAD things.
But having wreckage be persistant would definitely do BAD things.
I think it took a couple days in an efficient/fast ship in alpha. I wasn't around for that experiment, though.
I also think we probably shouldn't be trying to test that particular phenomena now that the server is live. ;P
I also think we probably shouldn't be trying to test that particular phenomena now that the server is live. ;P
Don't u think this sector is LAGGY enough?
Just some blast marks on the roids, and a few large chunks of debris would do the trick, and a few extra chunks of rock won't make the sector more laggy, but they could make your FPS go down.
CrippledPidgeon: was, but it is indeed a very very long distance and the server will disconnect you if you got too far away.
Personally, i'd like to see some spinning flaming chunks of capitol ship.
Personally, i'd like to see some spinning flaming chunks of capitol ship.
oh yea, and the other problem with having debris persist after the cap ship's destruction would be that the pieces move fast enough that within a half an hour, no debris would exist anywhere near the sphere of action. They'd all be several thousand meters away, and rapidly getting farther away.