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Conservation of mass (no vaporising blocks)

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Conservation of mass (no vaporising blocks)

Postby CalenLoki » Tue Feb 07, 2012 11:01 am

I already posted it long time ago on the old forum, but as most suggestions back then it gets flooded pretty quickly. Is there any way to see old posts? I could copy part of the discussion, so we can skip talking the same again.

Idea is simple (in theory): We apply physic rule of conservation of mass: when block is destroyed, it do not stop existing (anti-matter SMG bullets xD) - it just fall off the wall, get's blown off the nade crater, fall from cave celling, ect. Only time when it really gets kicked out of the game is when it falls into the water, or if player mine it out and die.
Blocks that are destroyed (with spade triple-dig, with bullets, with nades, with cutting off support, ect) gains for a moment grenade-like physics, and when they stop moving they became normal blocks again
Examples:
-when you shoot at the fort wall, you create holes in it, and pile of dirt in front
-when you cut off whole tower base, you create small shapeless hill in it's place
-when you throw nade into a tunnel, you make part of it collapse, rather than creating cavern
-when you dig tunnel fast, you throw dirt behind you, sealing it
-when nade explode on flat ground it create 3x3 hole and 9 blocks scattered around
Reason:
-we can have a lot of terrain-destroying weapons (mortars, airstrike, explosives) and after really long round without reset on flat map still have any blocks left
-trenches gets more useful, because they can't be destroyed as easily as walls. Same goes for bunker and towers.
-griefing is less rewarding (after all that fallen tower still grants some cover and heigh advantage)
-to generally buff the blocks
-realism, but I know many of you don't take is as argument.
Possible flaws:
-lot's of dynamic objects to render when some large building falls (but current airstrike also have a lot of them, without too much performance problems)
-a lot more often players gets their head into a block (when something fall on it)
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Re: Conservation of mass (no vaporising blocks)

Postby HollidaySpessa » Tue Feb 07, 2012 11:34 am

Dear CalenLoki,

You are expecting WAY too much out of this game engine. Way, way too much. They're good ideas, but for this engine and the demographic of gamers (low-end PC's, I guess) it would require too much RAM, and would need to refurbish the engine to create 2x2 blocks (the ones you see come off blocks are just sprite animated, I believe) Which, in the SLAB6 editor, there's only 4x4 blocks.


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Re: Conservation of mass (no vaporising blocks)

Postby Defaulter » Tue Feb 07, 2012 11:39 am

@OP

Why i admire your logical thinking capabilties. I must also put the question...

How do we carry these 50 blocks?

Also maybe these blocks are supercondensed powder, and when broken by the spade or bullets, they dissipate and mix with the air, and thus the illusion of dissaperation totality is created.

- DE
Last edited by Defaulter on Tue Feb 07, 2012 12:27 pm, edited 2 times in total.
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Re: Conservation of mass (no vaporising blocks)

Postby CalenLoki » Tue Feb 07, 2012 11:57 am

Dear HollidaySpessa

I'm aware of possible heavy resource usage of this idea (which I stated in the first post), but I'd like to see confirmation from devs - both mine and your opinions are not supported by accurate knowledge and experience with that engine.
Don't really get what you mean in second part of your post. Blocks that come off while destroyed have appearance (size, shape, colour) of static blocks, only their hitbox is changed.

@DE

Of course we can explain current status in many different ways, but main point of this suggestion is to change gameplay (for better, IMO), increasing realism is instrument, not goal.

And fact that we follow one physic rule (i.e. gravity, conservation of mass), doesn't mean we can't skip another one (like keeping 20 cubic meters of sand in our backpack, or bullet drop and travelling time)

And they're not 1x1 metre, because then humans would be nearly 3m tall :P
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Re: Conservation of mass (no vaporising blocks)

Postby HollidaySpessa » Tue Feb 07, 2012 12:03 pm

CalenLoki wrote:Dear HollidaySpessa

I'm aware of possible heavy resource usage of this idea (which I stated in the first post), but I'd like to see confirmation from devs - both mine and your opinions are not supported by accurate knowledge and experience with that engine.
Don't really get what you mean in second part of your post. Blocks that come off while destroyed have appearance (size, shape, colour) of static blocks, only their hitbox is changed.

@DE

Of course we can explain current status in many different ways, but main point of this suggestion is to change gameplay (for better, IMO), increasing realism is instrument, not goal.

And fact that we follow one physic rule (i.e. gravity, conservation of mass), doesn't mean we can't skip another one (like keeping 20 cubic meters of sand in our backpack, or bullet drop and travelling time)

And they're not 1x1 metre, because then humans would be nearly 3m tall :P


Dear CalenLoki,

I'm sure if it was possible, they'd of done it already. It doesn't take a "genius developer" to figure out that! :)


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Re: Conservation of mass (no vaporising blocks)

Postby ReubenMcHawk » Tue Feb 07, 2012 2:15 pm

This isn't the game to expect realism out of.
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Re: Conservation of mass (no vaporising blocks)

Postby Monsteri » Tue Feb 07, 2012 3:06 pm

This would be cool, but haaard to implement I think..

But collapsing buildings should kill people.
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Re: Conservation of mass (no vaporising blocks)

Postby Gorman » Fri Feb 10, 2012 9:59 am

Not hard to implement per se, but it certainly is resource heavy. The engine can handle this kind of thing (just to set the record straight), but people's PCs may struggle.

While I think it would be very fun, in the future games like this will occur, it doesn't suit AoS's philosophy of simple and lightweight.
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Re: Conservation of mass (no vaporising blocks)

Postby thedoctor1212 » Fri Feb 10, 2012 4:33 pm

Nope, wouldn't work, even if I did support your idea.
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Re: Conservation of mass (no vaporising blocks)

Postby ChaosTLW » Fri Feb 10, 2012 6:51 pm

It could be cool,but I think it would be better if the blocks were a bit smaller.
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Re: Conservation of mass (no vaporising blocks)

Postby CalenLoki » Fri Feb 10, 2012 8:21 pm

Hah! I suggested on the old forum to make blocks 2x2x2 times smaller, with 1hit to destroy. But it would change game a lot more than conservation of mass, so chances of implementation were close to 0.
Main problem with smaller voxels would be building - making the same structure would take 8x longer. Also maps would weight 8x more...

But let's stay on topic - someone can start thread about making blocks smaller, and I'll support him ;)
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Re: Conservation of mass (no vaporising blocks)

Postby ChaosTLW » Fri Feb 10, 2012 8:52 pm

CalenLoki wrote:Hah! I suggested on the old forum to make blocks 2x2x2 times smaller, with 1hit to destroy. But it would change game a lot more than conservation of mass, so chances of implementation were close to 0.
Main problem with smaller voxels would be building - making the same structure would take 8x longer. Also maps would weight 8x more...

But let's stay on topic - someone can start thread about making blocks smaller, and I'll support him ;)


Maybe when you place blocks,they have the size blocks have now,but when someone ,lets say,hits it with a bullet,the voxel (or group of voxels,like,a 3x3 crater around where the bullet hit) where it hit is destroyed?
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Re: Conservation of mass (no vaporising blocks)

Postby Funk » Fri Feb 10, 2012 10:39 pm

great idea but there is a large number of players who just love sniper camping.
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Re: Conservation of mass (no vaporising blocks)

Postby xEric » Sat Feb 11, 2012 5:03 am

'' If this game gets older and better'' I would like this but for now that's way to overboard, I agree on when you destroy something it takes damage though. But that dirt and stuff is going WAYYY to overboard ( for now )
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