Emergency Anti-Nuke

Discussion in 'Planetary Annihilation General Discussion' started by Geers, February 23, 2014.

  1. Taxman66

    Taxman66 Well-Known Member

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    Geers likes this.
  2. Geers

    Geers Post Master General

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    What's that counter in the top-right?

    Also, I noticed neutrino was looking at this thread. Come back! We need you!
  3. Taxman66

    Taxman66 Well-Known Member

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    Commander Health mod - you can always keep track of your commander's health
  4. Geers

    Geers Post Master General

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    Has anyone tried this with gunships? I only used T1 units in my test.
  5. stormingkiwi

    stormingkiwi Post Master General

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    If only Luke had been flying a Y-Wing.
    Damn. So both friendly and unfriendly invalid. I don't think the missile is an object at all...

    Can we fix the physics engine? If the projectiles are supposed to be fully modeled or whatever that was, it would make a lot of sense to have everything actually have volume.
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  6. vyolin

    vyolin Well-Known Member

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    It would make sense but as long as it doesn't lead to better gameplay I am all for keeping the status quo on nuke collisions.
  7. tatsujb

    tatsujb Post Master General

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    because you have a less than 10% chance of it working. and physics and reality and simulated projectiles

    otherwise this game doesn't deseve to put "simulated projectiles" on the box
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  8. vyolin

    vyolin Well-Known Member

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    Seriously, they could roll a six sided die to check if a projectile hits its intended target or not and it would still be fully simulated for all its worth.
    Realistic simulation does not create good gameplay in and of itself. Hardly predictable and calculable unit interactions overcomplicate the game for no gain whatsoever.
    If you want to play Probable Annihilation go create a mod that caters to your preferences. For the core game gameplay comes first.
  9. Dementiurge

    Dementiurge Post Master General

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    Better idea: The nuke kills any units it collides with. Just muscles them out of the sky.
    "This is a Nuke-Fly Zone! Get out of my airspace you damned dirty apes planes!"

    Effectively no change in gameplay, but all the 'simulated projectiles' goodness you could desire.

    At least until two nukes collide...
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  10. tatsujb

    tatsujb Post Master General

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    I fail to grasp your link between dice and simulation I'm afraid. :confused:

    actually my experience is to the exact contrary. otherwise why would people share such passion for the TA lineage?
    FA's got me addicted and it's a pixelfest.

    I still prefer it to PA and the n°1 reason seems to me to obviously be the lack of use of sim pro in PA. Fix that, fix my favorite game.
    ...why wouldn't it explode? what you described is exacly the way it works in FA except in FA it's almost impossible to fly a plane there at the right time. you can blacken the sky as much as you want, a nuke is very small and a t3 plane isn't that big either and flies very fast, the nuke almost always finds a hole.

    ...and then there's that one time...
    Last edited: February 27, 2014
  11. sypheara

    sypheara Member

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    Checking for collisions is pretty expensive from a performance aspect. It might be thats why it is disabled for aircraft and missiles.

    I'd rather play with ALOT of units than have projectile collision on everything, if its a sacrifice that has to be made.

    Ideally everything that is fired should be able to collide and pass on damage, but its a pretty big ask.
  12. vyolin

    vyolin Well-Known Member

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    A simulation is always an approximation of reality - rolling a die is very abstract, rigid body physics simulation less so. Still both are simulations so Uber is not breaking any promises as long as they simulate every projectile - hell, they could even make every projectile hit always and instantly, still a perfectly valid simulation.
    If you want that thrill you get when you beat impossible odds - not by your own ability but by the grace of the gods of chance, mind you! - you might be better served playing roulette. PA is not that kind of game. Might not be yours but that isn't a compelling reason to make it so.
  13. tatsujb

    tatsujb Post Master General

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    Ok so one is very abstract and the other isn't abstract at all.. good we're making progress
    so how are the two linked again.

    I'm sorry but you don't realise this is the root of what made TA it's own genre of game and allowed it to stand appart from C&C, warcraft 3, starcraft and the lot.

    this is the main reason why people will choose FA over stracraftII, and you say "Big deal, scrap it."

    No thank you sir.
  14. vyolin

    vyolin Well-Known Member

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    I know what you are after but this nuke proposal is the kind of simulationist approach that hurts gameplay - and gameplay takes precedence before realism. As long as realism manages to enhance gameplay I am all for it but the moment that it ceases to deliver on that premise it has to take a backseat.
    Invalidating nukes on the chance occasion that a scout plane is at right position at the right time to intercept them without being able to see the trajectories of one nor the other makes that nuke a sacrifice on the altar of random numbers - exactly the thing that TA wanted to eliminate.
  15. Dementiurge

    Dementiurge Post Master General

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    What I mean to say is that the nuke should survive the collision and plow right through even the most dense mid-air thicket of aircraft, uprooting the lot of them like a flying nuclear-tipped bulldozer.

    Thus you still have collisions, but, since this time it's the plane that loses, the end result doesn't dramatically effect gameplay.
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  16. eltro102

    eltro102 Member

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    not to mention that if you're going for realism a nuke is very hard to blow up correctly, and is a huge and heavy object which will likely put a hole through any mostly flimsy piece of aluminium in front of it so it would leave a comically nuke shaped hole in any aircraft trying to stop it
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  17. stormingkiwi

    stormingkiwi Post Master General

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    It would be nice however, if lasers did not fire through walls, if air to air missiles didn't fly through *everything*, etc.
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  18. Geers

    Geers Post Master General

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    Oddly enough I'm not an expert in ballistic missile detonation systems, but depending on how it works, a collision might "trick" the missile into thinking its hit the ground, and explode.
  19. elonshadow

    elonshadow Active Member

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    It shouldn't be a core mechanic. But it should work nonetheless.

    The thing I adored about supcomm was that stuff like that was possible, and it was almost always an unintended consequence of intereactions that were made possible by good design.

    I doubt it was ever intended by the devs to be considered a feature, they merely wanted it so that if units/projectile bounding boxes overlapped they interacted. The fact that artillery fire can actually hit an aircraft that flies in front of it is just so massivly cool. It barely ever happens, but the mere fact it CAN happen makes for funny consequences. As demonstrated by the self billy.

    So in closing, I want nukes to be able to collide with shell fire/aircraft/orbital launches or whatever, because it's just hilarious if stuff like that can happen.
    Last edited: February 28, 2014
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  20. Geers

    Geers Post Master General

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    [​IMG]

    Elon gets it.
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