Nuclear explosions need moar realism
Moderator: Content Developer
Nuclear explosions need moar realism
At the moment explosion consists of dmg + smoke-based mushroom + shockwave animation.
In fact it should be (in steps/stages):
1. EMP shockwave - disabling units in area
2. Fireball + mushroom - animation
3. Blast shockwave animation + dmg
, in that order
Also usually there is a fallout stage (step #4), where radiation damages area for a given period of time. For example watch the explosion in CnC2: Red Alert. It is possible to simulate a movement (changing position) of the fallout based on wind direction, used for WindGens
In fact it should be (in steps/stages):
1. EMP shockwave - disabling units in area
2. Fireball + mushroom - animation
3. Blast shockwave animation + dmg
, in that order
Also usually there is a fallout stage (step #4), where radiation damages area for a given period of time. For example watch the explosion in CnC2: Red Alert. It is possible to simulate a movement (changing position) of the fallout based on wind direction, used for WindGens
Re: Nuclear explosions need moar realism
Is a 2-dimensional sprite sequence.the explosion in CnC2: Red Alert
Lol.
Re: Nuclear explosions need moar realism
I'd also like the Pyros fire to be longer if it is in wind direction and to cause self-burn if vs the wind :D
But seriously: if the smoke from the mushroom would blow in wind direction and dissolve after a short while there, it'd be super awesome!
But seriously: if the smoke from the mushroom would blow in wind direction and dissolve after a short while there, it'd be super awesome!
Re: Nuclear explosions need moar realism
Thats certainly possible.. it just adding impulse.. depending on the closeness to the impact..
But to be honest.. good nukes are hard to make and even harder to come by.. though they defineatly make usps..
Have yet to see a rts promo-vid that doesent end with massdestruction.
Travelling smoke with windirection is more difficult.. for that - you would need cegs spawned again and again after a certain time.. taking winddrift into the equation..
Also propably would all look much better with lups - so may not be worth the effort to fix CEG
https://www.youtube.com/watch?v=WtuKO8YRYaU
But to be honest.. good nukes are hard to make and even harder to come by.. though they defineatly make usps..
Have yet to see a rts promo-vid that doesent end with massdestruction.
Travelling smoke with windirection is more difficult.. for that - you would need cegs spawned again and again after a certain time.. taking winddrift into the equation..
Also propably would all look much better with lups - so may not be worth the effort to fix CEG
https://www.youtube.com/watch?v=WtuKO8YRYaU
Re: Nuclear explosions need moar realism
In Supreme Commander is very good nuke. I think that is better then all another.
Re: Nuclear explosions need moar realism
Air burst should EMP stuff under it. IGMC.
Re: Nuclear explosions need moar realism
In my memories, every explosion in Supreme Commander was a blob of whiteness. Very boring.Broker wrote:In Supreme Commander is very good nuke. I think that is better then all another.
Re: Nuclear explosions need moar realism
This is true still Z supcom has pretty boring visuals. All white poofs and stuff
Re: Nuclear explosions need moar realism
hmm... the nuke in supcom looks quite nice... if you tilt the camera
http://youtu.be/iMm4-g6aciU
World in Conflict has the best nuke animation imo:
http://youtu.be/0BSckX-LK2M
http://youtu.be/iMm4-g6aciU
World in Conflict has the best nuke animation imo:
http://youtu.be/0BSckX-LK2M
Re: Nuclear explosions need moar realism
Whatever, I just mentioned it as example for fallout stage.Anarchid wrote:Is a 2-dimensional sprite sequence.the explosion in CnC2: Red Alert
Lol.
btw ICBM means that we definitely should not see the rocket's flying through the map, cause it's longest flight-stage is (sub)orbital. Also when it is close to the target, it splits up to multiple warheads ... Yeah, this will be too op, but cool to watch
Re: Nuclear explosions need moar realism
that would be actually a MIRV subclass then...100Gbps wrote: Also when it is close to the target, it splits up to multiple warheads ... Yeah, this will be too op, but cool to watch
and op? I dont think so, it would be actually cause less damage when using the same ICBM model, unless of course you increase the warhead size so the MIRV's can be bigger.
And since BA actually consist just of Robots I doubt the efficiency about the radiations
Re: Nuclear explosions need moar realism
In TibSun NOD actually had a MIRV instead of nukes. Nukes were better.Also when it is close to the target, it splits up to multiple warheads ... Yeah, this will be too op, but cool to watch
Re: Nuclear explosions need moar realism
snipers should also 1 shot everything because IRL snipers insta kill everything! Unit should only travel on roads if they have wheels because off road would mean there will be a chance they flip at random! Tanks should have the range of the entire 24x24 map because IRL tanks can shoot damn near to the horizon! Troops should get lost, become less efficient the longer they are away from base occasionally raiding factories to exchange code with the local conbots FORCIBLY! You should have build time randomly halt when you accidentally kill troops that are NOT the enemy you were originally attacking! Occasionally, if a weapon, say a bomb takes out too many features, the unit will have it's bomb AOE reduced along with it's per shot energy cost tripling to avoid hurting the innocent map features! I also think that occasionally features turn out to be enemy units and they will attack both other features and your support units. Of course your unit will all take the blame so ready up that nerf code!
I don't think that covers it but I suspect it is a good start towards a more realistic game about robots produced by floating light fighting on a giant DUCK
I don't think that covers it but I suspect it is a good start towards a more realistic game about robots produced by floating light fighting on a giant DUCK
Re: Nuclear explosions need moar realism
They have electronics, yes?Karl wrote:And since BA actually consist just of Robots I doubt the efficiency about the radiations
Re: Nuclear explosions need moar realism
Compared to SupCom, the nuke shroom of TA Spring can still be pretty: https://www.youtube.com/watch?v=6udIo5SmwWA though, yeah, not as much as the one of WiC.LordMuffe wrote:hmm... the nuke in supcom looks quite nice... if you tilt the camera
http://youtu.be/iMm4-g6aciU
World in Conflict has the best nuke animation imo:
http://youtu.be/0BSckX-LK2M
Re: Nuclear explosions need moar realism
Today MBT's have NBC protection... so in that far future, wouldn't the NBC protection be part of the composite armor by now?100Gbps wrote:They have electronics, yes?Karl wrote:And since BA actually consist just of Robots I doubt the efficiency about the radiations
Through I have to admit, we have yet to see a MBT in RL getting hit by near nuclear explosion far-away so that it can survive still survive it that is or being exposed in high-level radiation area
Re: Nuclear explosions need moar realism
The new m1 is using fiber optics instead of copper lol
Re: Nuclear explosions need moar realism
<3smoth wrote:I don't think that covers it but I suspect it is a good start towards a more realistic game about robots produced by floating light fighting on a giant DUCK
Re: Nuclear explosions need moar realism
at least the current nuke fits with he area of effect and other gfx style effects being used. And most important of all, it isnt over-dramatised!
Better looking nuke blast gfx? sure for BAR, not BA.
Better looking nuke blast gfx? sure for BAR, not BA.
Re: Nuclear explosions need moar realism
Let me understand this: it is suggested that there should be "moar realism" in a game about large intelligent warlike fictional robots who, for reasons unclear, are fighting other large intelligent warlike fictional robots, on fictional planets, as played by grown men, some of whom appear to draw phalluses during the gameplay?