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Author Topic: Generalized projectile and fighter interactions  (Read 201 times)

Goumindong

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Generalized projectile and fighter interactions
« on: March 03, 2024, 09:17:41 AM »

Unsure if this is ideal but want to put it out there. Currently some weapons have big advantages in that they destroy fighters/projectiles without taking damage themselves. This makes them do double duty in a fight and not everyone will realize this.

The “solution” is to generalize this interaction. All weapons will deal damage to all other projectiles. Projectiles have the same HP as their projectile damage.

So if a plasma cannon hits a railgun the railgun does 100 dmg to the plasma cannon shot which now does 400 instead of 500 damage upon impact.

This will make the binary nature of “this fighter or projectile stopped the thing” less prevalent. While  keeping flux density an important statistic.
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Nettle

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Re: Generalized projectile and fighter interactions
« Reply #1 on: March 03, 2024, 09:28:08 AM »

This sounds like an awful experience.
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Inventor Raccoon

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Re: Generalized projectile and fighter interactions
« Reply #2 on: March 03, 2024, 09:56:46 AM »

Non-missile projectiles never intercept each other, no? Some large weapons can pass through missiles and overkilled fighters but a Hellbore shot and a Plasma Cannon shot will never block each other, and the feature is just so that those large cannons don't get blocked accidentally by Swarmers or Talons or whatever and waste huge amounts of damage.

Making this happen for all projectiles would cause a weird case of projectile volleys intercepting each other - do two Wolves firing pulse lasers at each other just intercept each others' bolts without ever dealing damage? If one has, say, 5% more CR, does it just absorb all of the other Wolf's shots and also deal 15 damage?
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Zsar

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Re: Generalized projectile and fighter interactions
« Reply #3 on: March 03, 2024, 11:12:27 AM »

Sounds like a fun experience, I'll say. I think I'd like to see this, especially if a tiny flash or pop could visualise the interaction when it happens. (Bonus points for kinetic projectiles instead or additionally-for-very-steep-angles deflecting each other or for kinetic projectiles being able to split energy projectiles.)

Will probably require some effort to be done performantly, e.g. by having the GPU do it - sounds like the kind of particle interaction that should be well suited to.

Note that pretty much all weapons, including those with "perfect" accuracy have some spread to them, so it is not at all a given that identical loadouts shooting each other will completely neutralise each other.
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Ruddygreat

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Re: Generalized projectile and fighter interactions
« Reply #4 on: March 03, 2024, 11:27:29 AM »

at some point projectiles were going to properly collide with eachother, but the functionality was removed long ago.

kinda vague question, but that's the deal with BALLISTIC_AS_BEAM projectiles?
this is specifically in relation to why changes to their velocity just don't work, though I would generally like to know more about how they work & when to use them over normal projectiles.

The main functional difference - aside from getVelocity().set() doing nothing - is that they collide over the entire length of the projectile, including the trail, as opposed to just around the actual projectile. There were other, more meaningful distinctions way back when projectiles could hit each other; not sure if there was ever even a release with that functionality in it. At this point it's more of a holdover from days past.

though imo having normal projectiles be interceptable is just be a bad idea for the reasons inventor racoon outlined, making everything susceptible to PD would throw off so many things that it'd basically need a full rebalance of every weap.
(and make low rof weapons even less useful than they are now)
« Last Edit: March 03, 2024, 11:29:21 AM by Ruddygreat »
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