Destruction of parts of a unit/parts failing debate (mod or in-game)

Discussion in 'Planetary Annihilation General Discussion' started by omniao, October 29, 2013.

?

Should units have different parts breakable? If so, should it be mod or in-game?

  1. In-game implementation

    26.3%
  2. Mod material.

    31.6%
  3. This should never, ever, ever be discussed again.

    42.1%
  1. omniao

    omniao Active Member

    Messages:
    164
    Likes Received:
    32
    Hi guys again,
    I'm making another debate thread for "should we have different parts of units fail?" Should a wing in a airplane blow up, causing it to fall to it's ultimate demise as an explosion on the ground?
    So, Should there be different parts breakable on units?

    Keep those posts coming in.
  2. superouman

    superouman Post Master General

    Messages:
    1,007
    Likes Received:
    1,139
    No, it brings useless complexity and units die very in two shots anyway.
    brianpurkiss likes this.
  3. slywynsam

    slywynsam Active Member

    Messages:
    428
    Likes Received:
    150
    On small units I don't think so. They're so small that one failure anywhere instantly kills or disables them. if there are ever larger units(Like T3 superunits or something) implemented, then I think it would be pretty awesome if different parts could fail(Sorta like how Mechwarrior 'Mechs can take damage in different areas).

    Think of like a King Kryptor from SupCom2 taking leg/arm damage and limping across the battlefield belching smoke and sparks.

    So, short answer: No.

    Long answer: Maybe
  4. LavaSnake

    LavaSnake Post Master General

    Messages:
    1,620
    Likes Received:
    691
    It's an interesting idea, but I'm not sure if it's doable on the scale of PA.
  5. omniao

    omniao Active Member

    Messages:
    164
    Likes Received:
    32
    If they make something like Universal annihilation, or Cosmic annihilation, or Ultimate annihilation, sometime in 5-20 years, with the computers we'll probably have, It could just work.
    (Remember that processor power doubles every 18 months.)
    LavaSnake likes this.
  6. slywynsam

    slywynsam Active Member

    Messages:
    428
    Likes Received:
    150
    It's not really a problem of processor power, randomizing damage and then causing a failure on an individual level isn't actually that intensive. It's just the fact that the small units we're currently using don't have enough Hp for it to really matter before they die anyway.
  7. omniao

    omniao Active Member

    Messages:
    164
    Likes Received:
    32
    Oh... That's what you meant...
  8. omniao

    omniao Active Member

    Messages:
    164
    Likes Received:
    32
    At least you learned the fact.
  9. bytestream

    bytestream Active Member

    Messages:
    94
    Likes Received:
    137
    This might be a good idea for huge experimental units, but not for the regular stuff we have on the battlefield. Regular units are used in such huge numbers that it simply wouldn't affect the gameplay at all if some of them are less effective due to destroyed systems or weapons.
    LavaSnake likes this.
  10. rick104547

    rick104547 Member

    Messages:
    305
    Likes Received:
    17
    Only for bigger units but idk about it actualy affecting gameplay. I dont like randomness in rts.
  11. slywynsam

    slywynsam Active Member

    Messages:
    428
    Likes Received:
    150
    To be fair the way the metal is set up on the map introduces a bit of randomness because you could get a really good spawn or you could get a crappy spawn that makes you expand extra aggressively just to get the resources you need.
    LavaSnake and omniao like this.
  12. LavaSnake

    LavaSnake Post Master General

    Messages:
    1,620
    Likes Received:
    691
    Very true.
  13. chronosoul

    chronosoul Well-Known Member

    Messages:
    941
    Likes Received:
    618
    The current destructible nature of units is decent right now with parts flying off when they die.. I wish the pieces would scale with the amount of overkill the shot did on the unit.


    1 ant killing a dox. pieces fall 10 meters in all directions

    1 leveler killing a dox. Pieces fly 10 meters in the air and 20 meters in all directions

    1 orbital laser shot to a dox. pieces land on the UI.

    This is how I see it happening but it is all wishful thinking.
    LavaSnake likes this.
  14. KNight

    KNight Post Master General

    Messages:
    7,681
    Likes Received:
    3,268
    But the overall randomness can be controlled via the algorithm, along with other tricks like providing multiple areas to spawn in help as well. The Current Metal distribution system is, "bad" to quiote Neutrino and he wants to re-do it so it's better.

    So yeah it's 'random' but Uber still has a lot of control over it.

    Mike
  15. LeadfootSlim

    LeadfootSlim Well-Known Member

    Messages:
    576
    Likes Received:
    349
    For a game with an ambitious scope like PA, graphical perks and details like this only gunk up the works of an already delicate engine. Frankly, I'm surprised they didn't go with lower-poly models than what we have currently.

Share This Page