Stix Posted February 8, 2016 Posted February 8, 2016 Could we possible remove the splintering effect for cannon balls that do not penetrate! It's annoying to ctrl l all the time to see how much damage you did or how many penetrated. A shower of splinters should mean penetration not bouncing off the hull. If 20 cannonballs hit and 5 penetrate, just those 5 should create the splinter effect not all 20. This would help with immersion because you could see how effective your shots are without hitting ctrl l. 3
Aetrion Posted February 8, 2016 Posted February 8, 2016 You'd still get splinters if the balls don't penetrate though, in fact you'd probably get more visible splinters because it means it went in and got embedded rather than going through the wood.
Stix Posted February 8, 2016 Author Posted February 8, 2016 Yeah but that is not my point, have 2 animations if need be, 1 for penetrated and 1 for not. The point is to have some kind of visual representation of a penetrated hit and non penetrated hit without hitting control l all the time.
Aetrion Posted February 8, 2016 Posted February 8, 2016 I don't know why you have to hit control all the time.
maturin Posted February 8, 2016 Posted February 8, 2016 Realistically neither penetrating nor non-penetrating hits would cause many splinters on the outside of the target. Just neat little holes, with all the flying debris on the exit side. But I still like Stix's idea for gameplay purposes. 2
Stix Posted February 8, 2016 Author Posted February 8, 2016 Splinters or no splinters doesn't bother me, just a different visual representation of a penetration vs non penetrative hit so that when I see 20 "hits" or 20 "splinter effects" I know I have penetrated 20 shots and I don't have to control l to discover only 2 penetrated.
Stix Posted February 8, 2016 Author Posted February 8, 2016 Maybe a little puff of dust for a non penetrative hit?
Jacob van Heemskerck Posted February 8, 2016 Posted February 8, 2016 Realistically neither penetrating nor non-penetrating hits would cause many splinters on the outside of the target. Just neat little holes, with all the flying debris on the exit side. But I still like Stix's idea for gameplay purposes. +1
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