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Puffeman

Alpha Tester
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    Puffeman got a reaction from Wilks Checkov in Introduction: Wilks Checkov   
    Welcome
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    Puffeman reacted to Velenka in Sloping armour   
    I do believe angled slopes are already in the voxel building system. You can read the dev blog here for more information.
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    Puffeman reacted to Anaximander in Sloping armour   
    Given my research into Unigine 2's (Dual game engine), geometrical and telemetrical calculations can be achieved. This means that in-game, the combat could that your cone of fire of the turrets, applies a "surface paint" on  the enemy ships. That surface combined with the distance of the two sships, determines "accuracy" and "damage consistency". Think of those two as your "DPS meter". The area you "paint" in your cone of fire, is the surface area of the enemy ship your turret sees at the moment of firing at it. This sounds like "FPS combat" but in reality, is cleverly disguised Active Lock-On, a tab targeting that takes skill and timing. The voxel damage could be randomised on the server's calculations, and I have zero clue on voxel technology to be honest. I'm a CSD guy, not Chuck Norris of programming.
     
    Your sloping armor idea, is supported by the game's contouring system of building. You can built a crude arc with voxels and then trim the voxels to create a parabolic line, in essence, a sloping armor. This type of design could create less of a surface from different angles of view, giving you an end when it comes to reducing the "accuracy" of the enemy turrets, as you reduce your print on their cone of fire. Not by much, but surely a standard bonus and design method most people will follow for warships.
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