Author Topic: Ship damage graphics and effects?  (Read 405 times)

Offline oboe

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Ship damage graphics and effects?
« on: February 12, 2003, 09:24:06 AM »
Can we expect to see improved ship damage graphics and effects in AH2?

Currently, I don't think the ships show any damage at all until that fatal hit, when they upend and sink beneath the waves.

It would be great to see damaged superstructures, smoking, listing and perhaps burning hulls, ships that have lost way, and also big water splashes with concussion rings from near misses...

Offline pokie

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Ship damage graphics and effects?
« Reply #1 on: February 12, 2003, 11:06:44 AM »
At least be able to kill the guns.

Pokie

Offline Greese

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Ship damage graphics and effects?
« Reply #2 on: February 12, 2003, 11:53:17 AM »
Yeah, it would be nice to be able to conk out the engines so the cv can't turn, individual guns to open up a weak point, etc.  I don't so much need to see twisted steel and listing, but it comes as a close second to engines and guns.

edit-  smoke and fire similar to planes would be very nice.

Offline Grissom

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« Reply #3 on: February 12, 2003, 12:08:44 PM »
smoke generators as part of the art/skin.  Will those be enabled so a PT can escape under a cloud of puffy stuff, or will that cause major FPS issues?
« Last Edit: February 13, 2003, 07:44:59 AM by Grissom »

Offline Ridge

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Ship damage graphics and effects?
« Reply #4 on: February 12, 2003, 02:43:48 PM »
I dont see it being a problem. Being near a nearly dead airbase is full of smoke, and that also is a fps hit...

Offline HFMudd

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Ship damage graphics and effects?
« Reply #5 on: February 12, 2003, 02:50:42 PM »
If anyone here played the original version of "Great Naval Battles of the North Atlantic" (ran on my then uber 386!), it had simplified "compatmentalized" damage and damage control model that I found to be quite immersive.

Offline BenDover

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Ship damage graphics and effects?
« Reply #6 on: February 12, 2003, 05:48:29 PM »
I'd also like to see a variety of sinking animations, eg, rolling over onto its side, sinking at the back end first, and just sinking downwards

Offline mjolnir

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Ship damage graphics and effects?
« Reply #7 on: February 13, 2003, 02:13:18 AM »
I've said it before in threads previous, but it's worth repeating.  Forget the ship rolling over and metal twisting.  It can sink the way it has always sunk.  It's no different than blowing up a hangar.  Who here still pays attention to how a hangar blows up?  It's just not that big a deal.

That said, what I WOULD like to see is progressive damage to the ship to include:

The ability to kill the guns on the ships

The ability to reduce fuel/ord/troops available from the CV by inflicting more damage to it.

Right now it takes what, about 8000 lbs of bombs to sink a CV?  Why not make it so that after 2000 lbs, fuel is down to 75%?  4000 lbs means fuel to 50% and ord disabled.  6000 lbs means fuel at 25%, ord and troops disabled?  When the carrier is that close to being sunk, it shouldn't be able to launch wave after wave of fully loaded hellcats.  

You could add in rebuild times like any other airfield, but I'm not sure how to do it in such a way that it would be more beneficial to get the CV out of a bad situation and let it rebuild itself than letting it get sunk and respawn at the port 10 minutes later.  Any thoughts?

Offline Grissom

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« Reply #8 on: February 13, 2003, 07:48:45 AM »
It's no different than blowing up a hangar. Who here still pays attention to how a hangar blows up?

Toss another angle in here: Collateral damage from falling objects.  I've flown through debris falling all around my plane that should have effectively swated me out of the air.  

Anyone know how big a problem will/would it be to give those falling hangar pieces a collison damage level depending on the size of the pieces you "hit"?

Offline BenDover

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Ship damage graphics and effects?
« Reply #9 on: February 13, 2003, 09:29:45 AM »
oh yeah, add waves. make the ship bob up and down, rock about


could be fun to try and take off in a storm, heh