Would be awesome if blowing BIG units up left nice dents or craters in the planet while smaller units just leave burn marks (decals). Not sure how much strain that would put on the game engine with all the extra stuff goin on. but yeah, it would be cool .. lol
I agree with this. The nukes should almost make the current 'hole' that the moon impacts make. (just maybe not as deep) And the moon impacts should wreck a good 1/3 to 1/2 of the planet. (instead of the little crater it leaves now) Maybe even 'chunking' the planet apart into usable pieces. The current moon impact feels very weak.
splitting a planet in 2 and then being able to play on the 2 split halves would be cool. I think it may be a bit too much to do on the game engine tech that's been made so far tho.
yeah I definitely agree with @max,small explosions already leave a mark but larger ones like nukes should definitely leave craters behind.
Big units are rare events, so why not do a little planet damage? Wrecking planets is the name of the game, after all.
Yes, I hope that in further updates they will increase the deformability and scale of destruction. I'm not sure if it's implementable in the current form of the engine, but it would be nice if multiple hits of e.g. artillery around the same site could also deform.
a ha, nosey max had a peek inside some game files to see if it could be done!! IT CAN .. !! Making nukes leave dent's can easily be done by dev's or by modders after release of game by adding "crater_radius":40 to the nuke_pbaoe.json. "crater_raduis":260 is the size of an asteroid crater .. so maybe a crater with a radius of 10 - 40 would be good for nukes. It's in the asteriod_pbeoe.json in the ammo folder for PA so craters/planet mesh deformation can be hooked to weapon blast's just by adding the "crater_raduis" :number to an ammo.json file. WARNING to many dents in one spot may break the game engine (it maybe why mavor has not used this on nukes, spamming nuke to one area of the planet might deform the mesh to glitching point, more game engine code may be needed to prevent this and jon may not have time to implement it at the moment) also not sure how having too many deformations/dents around a brush would affect game engine, if the mesh sinks near a brush, does the brush sink with the mesh too or just float in its original spot where it was attached to the surface of the mesh. too many dents around a "desert plateau brushes" or "mountain brushes" may cause graphical issues.