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Thread: Detailed component-driven damage modeling.

  1. #21
    Even if BIS doesn't implement this, I hope they could expose it to modification by the community.
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  2. #22
    Would be great but I don't want to think of the CPU hit
    Last edited by EDcase; Jun 16 2011 at 17:01.

  3. #23
    Quote Originally Posted by DMarkwick View Post
    Let's just keep this to one topic please

    As for "it won't be implemented", well, there were once people who insisted that ragdoll would never be implemented. I've seen too many miraculous developments (not just in games) to discount something so..... ArmA3ish. If any feature would make the most impact, surely this would be it
    It's more not getting my hopes too high, it would be a kick ass feature, but there are other things that are more realistic and/or more important.

  4. #24
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    Quote Originally Posted by Trauma.au View Post
    there are other things that are more realistic and/or more important.
    There is hardly anything more realistic or important than a decent component-driven damage engine

    ---------- Post added at 06:06 PM ---------- Previous post was at 06:05 PM ----------

    Quote Originally Posted by EDcase View Post
    Would be great but I don't want to think of the CPU hit
    Not much of a CPU hit IMO, the major problem will be obviously implementation of the new system. All calculations are done once per round, then it's a matter of implementing the result.
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  5. #25
    Quote Originally Posted by Big Dawg KS
    Even if BIS doesn't implement this, I hope they could expose it to modification by the community.
    It already has been thanks to the handleDamage event handler. ACE has used this to create a more realistic damage system that does away with hitpoints.

  6. #26
    Quote Originally Posted by ST_Dux View Post
    It already has been thanks to the handleDamage event handler. ACE has used this to create a more realistic damage system that does away with hitpoints.
    HandleDamage goes around the default system for applying damage; it is still based on hitpoints, the component detection is still only a close estimate, and you still can't compute stuff like penetration this way.
    Last edited by Big Dawg KS; Jun 16 2011 at 17:34.

  7. #27
    definitely what should be implemented! ww2OL has changed so much since I played it--- looks really good.
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  8. #28
    Quote Originally Posted by EDcase View Post
    Would be great but I don't want to think of the CPU hit
    Why should there be a CPU hit? The system is entirely passive until a tank takes a hit. After that, the calculations could get a low priority, meaning that on a struggling machine, the crew bursts into flames a second or so after impact. That's not necessarily unrealistic. This is what happens to me in the ACE armor system, which was just tacked on with scripting. A BIS system could be optimized from the get-go.

  9. #29
    Would love this! Just seeing that big hunka tank all compartmentalized into real penetrable regions .........

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  10. #30
    Would be awesome! Anti material sniper rifles would all of a sudden fullfill their design prophecy. If this was also applied for organ mapping or at least troop body armor as well my head would explode from awesome.

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