Destructible Environments - my take

Post » Tue Jun 16, 2009 1:05 pm

I don't mean as extreme as Battlefield: BC2 but just minor stuff like fences, fire hydrants, parts of buildings eg: railings, ladders, balcony's and small chunks of the walls etc.
things like that

And then you can have an attribute/skill to encourage people to repair damage caused by other people. And you can get rewards/currency/gifts for doing it. The bigger the damage is that you repair, the higher the reward. But you wont get anything for causing damage and you don't get anything for repairing the damage you did.
There could also be little repair bots that go around repairing some of the damage people have done.

I reckon this would be a cool addition because it would change the way the environment looks and feels with every new day and would also change the way you move around so it doesn't seem as repetitive. For example one day you could be walking down the street in the neighborhood, and the next day on that same street there could be wreckage, debris, cars blocking the road forcing you to find another way through the street or helping clear and repair the mess.
You could also create yourself some shortcuts by blowing up fences or trees or a small hole in the wall next to a door.. Just because you can

What do you guys think?
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Monika
 
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Post » Tue Jun 16, 2009 12:14 pm

I like the idea of being able to destroy fences or obstacles.
If in the game you can siege towns or factories, what ever, it would be great to be able to blow up a hole in the walls instead of only getting in through the main gate. That would make defending abit more harder but more fun i guess as the same with attacking.
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CSar L
 
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Post » Tue Jun 16, 2009 2:14 am

back in the time one of my favorite FPS was wolfenstein ET, it didnt featured Destructible Environments crysis style that will up the average hardware requirement a few notches but it did have simple destructible objects.

i doubt that FO engine will have destructible Environments but it will be nice to see specific objective you can interact with, especially in faction PvP areas, so not only you could expand your outpost, building better defenses better barracks so more ppl can join your faction, better smithy for better quality crafting, guard house so you can hire some muscle, slave house? etc...
but its will be nice to allowed to upgrade your environment as well, for example fixing the bridge for faster access to... or high str char could break down doors ...

obviously the best part will be if you can raid other faction bases and sabotage all those things...
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lolly13
 
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Post » Tue Jun 16, 2009 11:46 am

I'll take smooth gameplay over destructible environments any day.

Heck, I'd love to see FO packed with +1000 player battles, destructible buildings, vehicles, and huge monsters, but I've yet to see the engine that can do it.

Lol.... heck...... even WoW crashes when you get more than +200 players in one spot.
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Sudah mati ini Keparat
 
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Post » Tue Jun 16, 2009 11:04 am


mm, eve that can handle 1000 players at one solar system and around 50k players in their server without any lag :) Image
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Jessica Lloyd
 
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Post » Tue Jun 16, 2009 12:11 pm

its not about how many players can be on your single shard server (this why they have all those fancy server farms) its not about how many active players he runs its its about how many players are in your vicinity...

there can be millions of player but your client gets only the data it needs, the more data the server needs to send you (location, action clothing etc...) the more lag there is and no supper computer can change that.
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Elizabeth Lysons
 
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Post » Tue Jun 16, 2009 2:03 am

In certain places (like an defined quest area\instance\whatever it could be ok, but for the general world, no thank you, because it would be a pain in the ass for the servers.
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My blood
 
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Post » Tue Jun 16, 2009 9:22 am



EVE can have about 1500 players in one big battle without crashing (lagging like hell yes, but no crash i think), 1000 players with lags but you can play with it, 300-500 maybe without lag, but you can make it lag with alot less if you really really want to. It depends on how good computer you have as well. Image
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Tyler F
 
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Post » Tue Jun 16, 2009 4:23 am

i assume that, this is because ships =/= avatars, you only need ship vector and need its target vector and with its auto firing/locking system that you only choose what to fire, its much easier.

and there is no reason why would it crush, disconnect yes, crush no.
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liz barnes
 
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Post » Tue Jun 16, 2009 3:46 pm

btw i recall in one of the stakers there was a mission you need to take out a camp with a group of ppl.
make it more war hammer 40K style add some barriers you can blow up to make more entry points add turrets we need to disable or generator to power them down few choke points and walla 8-)
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Louise Dennis
 
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Post » Tue Jun 16, 2009 1:51 pm

I played the demo for Vindictus @ Comic-con which featured destructible environments~ In the course of fighting you could inadvertantly destroy pillars which falls on both you and your enemy, you could then take pieces of the pillar and hit your enemy with it.

For Fallout Online, I would like to see windows, doors, and cracked walls as a destructable environmental effects.
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Austin England
 
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Post » Tue Jun 16, 2009 10:36 am

This could actually be a good thing for RP-PVP servers.if the enemy attacks your faction's capital and destroys it,you have to contribute into rebuildeing the town by donating money or resources.this adds to immersion and the more resourcxes get donated,the quicker the town get rebuilt.maybe if the town stays destroyed the NPC merchants from which you're maybe gonna buy supplies from will start moving on to the opposite faction's town,creating the need for that town to get repaired.what's your opinion on my idea? *How did you suvive that?*
*Didn't,got killed!*
-Harold-
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Sheeva
 
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