[Effects]Shrapnel
Posted: 2010-12-25 17:06
Not totally sure if this is possible, I'll have a peek round the files after I post this.
The suggestion
I propose that the shotgun code be used in explosions, to create a shrapnel effect.
Benefits
The addition of shrapnel would create a degree of 'luck' in the battlefield, where players can still be wounded from far away due to these fragments. This would encourage better use of cover and more communication when using explosives.
Drawbacks
Obviously catching a stray chunk of steel from 100 meters away would kinda piss people off, but the fact of the matter is that it's possible (Source, non graphic)
Implementation
As I said before I believe that it might be possible to use the shotgun's dispersal code to create these fragments, so that's that bit sorted. I do not believe however that the shrapnel should be able to travel the full 230 meters as quoted in my earlier source, as the PR battlefield is scaled down somewhat, so I suggest a distance of around 100 meters.
I think the damage done by a single shrapnel should be around 20, with it diminishing to about 5 as it travels further away from the blast.
Conclusion
I think this would benefit PR because it is realistic and adds a random element to explosive damage.
*Gruesome*
It also allows for one member to really help save another member of his team by lying on the grenade, therefore reducing it's damage to the normal blastradius (which I think should be kept to simulate explosive pressure)
The suggestion
I propose that the shotgun code be used in explosions, to create a shrapnel effect.
Benefits
The addition of shrapnel would create a degree of 'luck' in the battlefield, where players can still be wounded from far away due to these fragments. This would encourage better use of cover and more communication when using explosives.
Drawbacks
Obviously catching a stray chunk of steel from 100 meters away would kinda piss people off, but the fact of the matter is that it's possible (Source, non graphic)
Implementation
As I said before I believe that it might be possible to use the shotgun's dispersal code to create these fragments, so that's that bit sorted. I do not believe however that the shrapnel should be able to travel the full 230 meters as quoted in my earlier source, as the PR battlefield is scaled down somewhat, so I suggest a distance of around 100 meters.
I think the damage done by a single shrapnel should be around 20, with it diminishing to about 5 as it travels further away from the blast.
Conclusion
I think this would benefit PR because it is realistic and adds a random element to explosive damage.
*Gruesome*
It also allows for one member to really help save another member of his team by lying on the grenade, therefore reducing it's damage to the normal blastradius (which I think should be kept to simulate explosive pressure)