Author Topic: Removing the 2nd explosion effect  (Read 5107 times)

Offline Gl@mRock

  • Jr. Member
  • **
  • Posts: 692
  • À vaincre sans périls, on triomphe sans gloire.
    • View Profile
Re: Removing the 2nd explosion effect
« Reply #15 on: 14-07-2010, 01:07:07 »
How bout they stay forever as hulks ?? Pleeese!!

One word: Lag

Offline SiCaRiO

  • Full Member
  • ***
  • Posts: 1.554
    • View Profile
Re: Removing the 2nd explosion effect
« Reply #16 on: 14-07-2010, 12:07:49 »
then optimize the wreck models??

another nice and cool feature of FH removed in FH2 , staying wrecks . if you have played previus version of PR you would know that many wrecks are not a huge problem if they are not 20 of them at the same place  (wich would be imposible to do in a normal MP match).

maybe dont make the stay forever , just 10 min or so , but them dissapearing in 10 seconds its stupid .

Offline djinn

  • Masterspammer
  • ****
  • Posts: 5.723
    • View Profile
Re: Removing the 2nd explosion effect
« Reply #17 on: 14-07-2010, 12:07:19 »
If indeed its lag free, I think that would actually work... But we digress... Dissapearing wrecks over blowing up ones... Any takers?

Offline Excavus

  • Jr. Member
  • **
  • Posts: 391
  • Member of the FH2 Cynic Club
    • View Profile
Re: Removing the 2nd explosion effect
« Reply #18 on: 14-07-2010, 13:07:28 »
There is no lag for hulk models, trust me. It was done in PR, it can be done in FH2.

Offline MaJ.P.Bouras

  • Masterspammer
  • ****
  • Posts: 3.210
  • A Hellenic version of Jackie Chan.
    • View Profile
Re: Removing the 2nd explosion effect
« Reply #19 on: 14-07-2010, 13:07:39 »
Now that you said that you know that this whole idea won't ever happen right?


Damn...

Offline Chariot

  • Jr. Member
  • **
  • Posts: 384
  • Rememberer of the unremembered
    • View Profile
Re: Removing the 2nd explosion effect
« Reply #20 on: 14-07-2010, 14:07:37 »
I can see 2 problems with the hulks not dissapearing and they concern the Normandy maps:
1. If a vehical was taken out on a city street such as in PeB or country road such as in Operation Luttich, It would block the road.
2. Also on Operation Luttich, the panther is a bit taller than the Sherman. If a panther took out a sherman on one of the back roads, it could jest camp behind the wreck.
3. 1. PR's maps are huge so the wrecks wouldn't block anything 2. PR is mostly for teamwork so not to many vehicals get blown up and thats why theres no lag 3. the wrecks dissapear after a while i would believe
« Last Edit: Today at 18:07:17 by Chariot »
Also known as HMS Campbeltown

Anyone who supports the UN is a closet totalitarian and most likely supports a one world government which will enslave us all.

Offline McCloskey

  • Developer
  • ******
  • Posts: 1.298
  • Heart or head, either way Jerry's dead!
    • View Profile
Re: Removing the 2nd explosion effect
« Reply #21 on: 14-07-2010, 14:07:47 »
lol but that's the thing, it would motivate ppl to actually destroy those wrecks...

Offline SiCaRiO

  • Full Member
  • ***
  • Posts: 1.554
    • View Profile
Re: Removing the 2nd explosion effect
« Reply #22 on: 14-07-2010, 15:07:50 »
I can see 2 problems with the hulks not dissapearing and they concern the Normandy maps:
1. If a vehical was taken out on a city street such as in PeB or country road such as in Operation Luttich, It would block the road.
2. Also on Operation Luttich, the panther is a bit taller than the Sherman. If a panther took out a sherman on one of the back roads, it could jest camp behind the wreck.
3. 1. PR's maps are huge so the wrecks wouldn't block anything 2. PR is mostly for teamwork so not to many vehicals get blown up and thats why theres no lag 3. the wrecks dissapear after a while i would believe

you know one of the tactics of the chechens was , that when a soviet armored columd came , attack the first and hte last vehicles , traping the rest inside and blow them to pieces rigth?. why a inerent tactical use for wrecks be a problem?? i know most players dont like to think , but its not that hard to by pass a wreck , or ask another player to blow it .

Offline MaJ.P.Bouras

  • Masterspammer
  • ****
  • Posts: 3.210
  • A Hellenic version of Jackie Chan.
    • View Profile
Re: Removing the 2nd explosion effect
« Reply #23 on: 14-07-2010, 15:07:18 »
Thats not the tactic only of the chechen...Its the tactics of Ambush.You hit the first and last cutting every exit and then you simply open up on the rest...If anyone survives its a miracle.

Offline Folkhoer

  • Jr. Member
  • **
  • Posts: 90
    • View Profile
Re: Removing the 2nd explosion effect
« Reply #24 on: 14-07-2010, 16:07:25 »
I would fucking love the fact that a wreck would block a road ...

Offline Ts4EVER

  • Banner of THeTA0123
  • Developer
  • ******
  • Posts: 7.812
    • View Profile
Re: Removing the 2nd explosion effect
« Reply #25 on: 14-07-2010, 17:07:10 »
For me the explosion always means he ammo cooking off in an already empty tank.

Offline FactionRecon

  • Newbie
  • *
  • Posts: 34
    • View Profile
Re: Removing the 2nd explosion effect
« Reply #26 on: 14-07-2010, 17:07:55 »
The argument that wrecks hanging around would put too much stress on the engine is absurd...total hold-over excuse from bf1942.  If your rig starts lagging after a few kubels get blown up it may be time to upgrade.  It's been proven viable and would add some exciting tactical elements to combat.  I vote yes.

Offline elander

  • Jr. Member
  • **
  • Posts: 531
  • [DLF]
    • View Profile
    • Den Lede Fi
Re: Removing the 2nd explosion effect
« Reply #27 on: 14-07-2010, 17:07:11 »
Yeah 1 explosion - then the wreck should stay 20 sec and then fade away like 1942. Imo if possible

Disclaimer - Personal Opinions are not shared with DLF

Offline Mobilis_in_Mobili

  • Jr. Member
  • **
  • Posts: 88
  • VC Firefly & Achilles Crew Apply Here!
    • View Profile
Re: Removing the 2nd explosion effect
« Reply #28 on: 14-07-2010, 19:07:29 »
I am looking forward to the future of Forgotten Hope (ported to the next ultimate game engine) - in the next 5 to 10 years; whereby...
-Wrecks will stay in place, and will be come a part of tactics/logistics
-Perhaps there will be a giant map, such as found in the defective World War II Online (whole europe map), and or 128 stable players or more
-Artillery and other heavy equipment can be towed
-Hit Boxes are improved
-Improved bombers (with multiple seats, gun sights, bombing sights, etc.)
-Tank treads fall off tanks after damage (you spin in circles)
-and many more.

WAN Bandwidth is improving, as well as CPU, graphics cards, physics cards, etc. - what will it be like in 20 years?
Breakfast of Champions: Tigers, Panthers, Pumas, Stugs, & Panzerfausts-on-Legs.

Offline djinn

  • Masterspammer
  • ****
  • Posts: 5.723
    • View Profile
Re: Removing the 2nd explosion effect
« Reply #29 on: 14-07-2010, 19:07:40 »
you might want to read my thread on 'Jubilee maps'