Originally posted by MANDOBLE
Originally posted by Murdr
Delay damage pending collision confirmation via both FE.
Did A and B see collision?
No= No collision
Yes= collision, assign damages.
This is raw common sense, why it is not implemented after years? who knows.
Because it is not raw common sense.
This is an idea that has not been fully thought through and would be a disaster.
Basically this idea would have the same results as the "just have no collisions" idea. There is no practical difference except that once in a great while this idea would produce a collision in an HO situation. Do to the rarity of this event it would shock both participants.
I would guess that 99+% of the time the collision only happens on one player's FE (Mind you, if it happens on both player's FEs both players get killed, its just that the poor ping player gets the kill. Whoopdee doo.) and would under this proposal result in no collision for either player.
Under this proposal I could fly right through a B-17 at the fuselage/wing juncture blazing away with a guaranteed chance of killing him and I would
never suffer a collision.
Here is HiTech's response to a similar suggestion by lemur:
Originally posted by lemur
There are 4 possible ways of handling this:
1) 'Collider' takes damage, 'Target' doesn't. This is the way it's handled now. Downside: It's exploitable (barely), it's unrealistic. Upside: You know you've been killed right away (No delay from your FE telling you you're dead)
2) 'Collider' takes damage, 'Target takes damage': Downside, the 'target', which didn't see a collision on his FE, takes damage. He may have manovered to avoid the collision, but he gets screwed instead. Also, the damage to the target shows up a second AFTER the collision
3) Target takes damage, collider doesn't. This is a stupid idea (I'm just throwing it in here for completeness sake)
4) Neither takes damage unless both sides see the collision on their FE:
Downside: Long delay before damage takes effect (since both sides have to tell the server about the damage, then the server has to come back with a 'Yup, the target agrees that was a collision'), occationally you'll fly right through a guy.
Upside: Not gameable, realistic (up to a point), completely fair.
I'd say options 1 & 4 are the only 'workable' and fair solutions.
In the case of 4 we'd all have to live with collisions that took effect a certain time after the fact ('Collider' + 'target' ping time later) Still, this time shouldn't be more than 1 second later, on average.
So it boils down to this: Either one guy might get screwed in a collision, or nobody gets screwed but we have to live with 'late' damage from collisions.
And HiTech's response:
Originally posted by hitech
Lemar, only thing I disagree with your analiss is #4,on anything but a head on collision both FEs will never both see a collision.
HiTech
That about sums up why Murdr's idea wouldn't work.