Armor and Munitions: There may finally be a balance.
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Fluffywuffy
- Posts: 2532
- Joined: 2007-11-13 23:52
Re: Armor and Munitions: There may finally be a balance.
[R-Smart]M.Warren
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eggman
- Retired PR Developer
- Posts: 11721
- Joined: 2005-12-27 04:52
Re: Armor and Munitions: There may finally be a balance.
Here's soemthing to consider:
-- when you say "burning" that equates to the "code" language of "critical damage". At a critical damage state, vehicles in game will continue to lose hitpoints (at a rate specified by the developer). It *is* possible to repair these, but you could make doing so pretty much impossible by having burning fires coming from all over the vehicle (tho some "heroic" engineer might figure out a place they can be repaired from).
So I would say I COMPLETELY agree that a single HAT / MBT cannon shot against an APC should take it to critical damage state. Basically where the catastrophic explosion of "destroyed" is imminent BUT .. there's a chance players can escape if they are "switched on". Possibly escaping into a hail of .50 cal, but nonetheless it would be somewhat realistic for there to be a SLIM CHANCE of surviving a HAT hit to an APC (and much better for game dynamics).
One problem is that the models from vBF2 for APCs only have a single armor material type. I *think* we could mess with this, but not easily. However, even if we were living with a single armor value, I think that a single HAT shot should take the APC to critical damage and give some very slim possibility of survival.
Keep in mind that getting this to work like that is very tedious and time consuming. But I agree that it should work like this (I've wanted it to work something like what you posted for a long time).
Good post
-- when you say "burning" that equates to the "code" language of "critical damage". At a critical damage state, vehicles in game will continue to lose hitpoints (at a rate specified by the developer). It *is* possible to repair these, but you could make doing so pretty much impossible by having burning fires coming from all over the vehicle (tho some "heroic" engineer might figure out a place they can be repaired from).
So I would say I COMPLETELY agree that a single HAT / MBT cannon shot against an APC should take it to critical damage state. Basically where the catastrophic explosion of "destroyed" is imminent BUT .. there's a chance players can escape if they are "switched on". Possibly escaping into a hail of .50 cal, but nonetheless it would be somewhat realistic for there to be a SLIM CHANCE of surviving a HAT hit to an APC (and much better for game dynamics).
One problem is that the models from vBF2 for APCs only have a single armor material type. I *think* we could mess with this, but not easily. However, even if we were living with a single armor value, I think that a single HAT shot should take the APC to critical damage and give some very slim possibility of survival.
Keep in mind that getting this to work like that is very tedious and time consuming. But I agree that it should work like this (I've wanted it to work something like what you posted for a long time).
Good post
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Armor and Munitions: There may finally be a balance.
ye but it would mean redoing the col meshes from scratch which takes a lot of work and a lot can go wrong if not done right.[R-DEV]eggman wrote:One problem is that the models from vBF2 for APCs only have a single armor material type. I *think* we could mess with this, but not easily. However, even if we were living with a single armor value, I think that a single HAT shot should take the APC to critical damage and give some very slim possibility of survival.


