Collateral Damage


Aett_Thorn

 

Posted

One thing that has always bothered me about CoH is that there seems to be no collateral damage. In the comics, walls break, cars explode, civilians get hurt, etc. I understand that many things are "cooked" into the programs. But if theres a cardboard box int the alleyway, it should go flying aside when I go running by it. I super-person should never get stuck behind a half open door, instead it should get ripped right off its hinges.
Most players hate knock-back, but in the comics knockback is one of the cool things. The mayhem and collateral damage it causes is usually awesome.
I only mention this because if a person is familiar with super battles from the comics, the mayhem that collateral damage is usually a big part of the combat (and no, mayhem missions are not collateral damage, because its intended destruction).


 

Posted

Oft requested...very tough to do with the engine this game is built on.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Engine just cant take it.

more of a CoH2 request, I recon the tech to impliment would take years.


Quote:
Originally Posted by VoodooGirl View Post
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Posted

Was kinda afraid that it would be difficult. But I heard alot of the same things said about power customization, and they did a great job on that. Just worried that with DCU has been talking about this stuff, that maybe CoH should think about doing the same.


 

Posted

This could be done in missions, just like in Mayhem missions. In the open world, forget it, since there's no obvious point to reset a whole map.

Would you want targettable prop objects in non-Mayhem missions?

I guess it would be possible to add non-targettable destructable props that are affected by AoEs though.


 

Posted

In truth I was just thinking of missions....not the main zones. It would just be awesome.


 

Posted

Quote:
Lost_Pan wants competition:

Was kinda afraid that it would be difficult. But I heard alot of the same things said about power customization, and they did a great job on that.
Yes, but that wasn't limited by the engine, just by time and manpower.

Quote:
Just worried that with DCU has been talking about this stuff, that maybe CoH should think about doing the same.
CoH should just worry about CoH and not be jumping on the band-wagons of everything the Johnny-come-latelys do.


Dec out.

 

Posted

It has been said to me that having destructible objects in regular missions fills the area with too many target reticles. Me personally I think it would just be a matter of creating maps that specifically space these objects to prevent clutter. The bigger problem is the fact that there simply is no mechanic for weaponizing objects in the first place. Lets face it, we really just want to want to pick up a bus and smash someone with it am I right?


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

Quote:
Originally Posted by Lost_Pan View Post
One thing that has always bothered me about CoH is that there seems to be no collateral damage. In the comics, walls break, cars explode, civilians get hurt, etc. I understand that many things are "cooked" into the programs. But if theres a cardboard box int the alleyway, it should go flying aside when I go running by it. I super-person should never get stuck behind a half open door, instead it should get ripped right off its hinges.
Most players hate knock-back, but in the comics knockback is one of the cool things. The mayhem and collateral damage it causes is usually awesome.
I only mention this because if a person is familiar with super battles from the comics, the mayhem that collateral damage is usually a big part of the combat (and no, mayhem missions are not collateral damage, because its intended destruction).
Well, there ARE leafs and sticks that get whirled around when you superspeed by, or jump through a bush or tree. Letters are sucked from mailboxes when you zip by close. Several doors and sings swing and/or are torn from their hinges. There's also tiny stuff like the pylons at the Port Oaks Ferry that you can kick around. If you never noticed that, I'd dare say you dont need more of it but yes, of course cardboard boxesand such ALWAYS being codes as destructable moveable would be nice.
It'd just be a ton of work to redo all maps and processor load to have that, but since the physics for that and even occasional examples are in the game, maybe the new maps that come with GR will make you more happy?

(I myself wondered when I heard of City of Heroes if cars can explode and then get towed away after a while, meanwhile causing traffic jams or cars detouring the wreck. But that was not very realistic to think of an MMO, right? )


 

Posted

Quote:
Originally Posted by Anti_Proton View Post
It has been said to me that having destructible objects in regular missions fills the area with too many target reticles.
Well, I suppose you could set it up like the bank vaults: you can target them, but not with [tab]; you have to actually click on it.

Of course, it also brings up the issue that the game has a hard limit of rendering only 100 entities at once, and inanimate objects count as part of that.

- 8 players
- 20 critters (current spawn)
- 40 critters (visible spawns)
- 2 Dominator pets
- 6 Mastermind henchmen
- 4 Pseudopets
(80 entities total)

That's not an uncommon reality for a Villain team. Of course, things change depending on the powersets and team composition. A Plant Dominator could add a bunch more, depending on dead enemies. A Thugs Mastermind could add an additional 13 from Gang War. A Traps Corruptor/Mastermind could add Trip Mines, Force Field Generator, Caltrops, Poison Trap, Seeker Drones, Acid Mortar...

Hero teams can do it, too, but they don't have Masterminds automatically adding 6. Of course, come GR, we'll have Hero/Vigilante/Rogue Masterminds, too. (Or, play in a co-op zone.)

It's not quite so dramatic to have the cardboard box explode as you run by if the cardboard box isn't being rendered at all. Or worse, the Malta Sapper you were trying to kill disappears because you got too close to the cardboard box.


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