Reverse Artillery Feedback

Discussion in 'Feedback' started by knighttemplar, Aug 4, 2006.

  1. knighttemplar

    knighttemplar Member

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    I was thinking about Artillery Feedback, and I thought that it was kind of one sided. It's easy enough to know where a shell will land, it's just a physics calculation, a real skill would be finding out where the shell came from.

    I think that artillery feedback should tell you where shots were fired from. Any shell that fell within a 10m* radius around a player* with the skill, would allow the player to see where that shot was fired from. This would really only be useful for defence against mortars and Arty, as they aren't necessarily line-of-sight weapons. I suppose it would work with all missiles and shells though

    I assume that this knowledge would be shown on the minimap for the team, though a giant arrow on the hud would be acceptable.


    Variables:
    * or any range that is reasonable
    * I assume Grenadiers, but that doesn't need to be the case
    * Inform the team how you see fit
     
  2. SwampRat

    SwampRat Member

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    the way that all shells seem to smoke (why is that?) and leave a bit of a trail helps to some extent. but it would be very nice to have some sort of vague thing put on your hud with a skill like that

    say on escort it'd be nice to know where that arty is spamming your barracks from.

    i'd like it to be a inaccurate mark though to give the arty people some chance of staying still - say a circle placed on the minimap but with the shooter not nec. in the centre. after a few shots you'd have had a few circles and so would be able to see more clearly (tho you could be dead by then...)

    i dont know how you'd get a balance between having too many/useless circles on the map and having to be killed (e.g. if the range is too small you couldnt see he arty shells on foot without being zapped) to see where they came from. - oh i didnt see the team part at the end of your post, that'd be good but would benefit the people who werent taking the skill more? howabout the gren (or whoever) seeing where shells came from that damaged any team mates?

    i like the idea
     
  3. ^Dee^

    ^Dee^ Former Super Moderator

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    Would be a useful scout skill.
     
  4. knighttemplar

    knighttemplar Member

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    *bump*

    I was going through the stickied suggestion thread, and saw this old idea. There wasn't really a debate on this idea though, so I figured I would bump it and add it to Donmigel's new suggestion thread.

    Please discuss.
     
  5. Private Sandbag

    Private Sandbag Member

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    sounds like a scout skill, which I'm happy for really.
     
  6. Niarbeht

    Niarbeht Member

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    Might be good as a scout skill, yes. I'd say the scout shouldn't get an exact idea where the shell was fired from, though. Just some kind of big, general-area blob on the map or something. *shrug*
     
  7. arklansman

    arklansman Member

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    It could be called RArF.
    It should be the same diamond that the gren gets for FArF.
     
  8. KILLX

    KILLX Banned

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    I think the shell has a trail of smoke so that the shell is traceable, and because in reality shells part the air in front, and somehow have some sort of molecular bond with the smoke from firing. This causes the shell to basically stop the air in front from blowing the smoke, and pulls it along. The source of the smoke is the massive gun powder amount used to fire a shell (compared to a gun).
     
  9. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    Killx, like I said before, not so complicated.
    Fog is hard in game to change, so this would be imposable.
     
  10. KILLX

    KILLX Banned

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    I'm simply answer SwampRat's question. Thats the basic principle behind it in reality, and the Source engine does claim to have full real world physics.

    To me that was the most logical. If you don't want an explanation, don't read it. If I don't put one, theres bound to be someone thats asks for a explanation at some point.
     
  11. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    Killx if you act like you are correct you better have an explanation, witch you did not.

    It is one thing to make fog, that is easy for Hammer.
    To pull the fog and create it can't be done. That means fog brushes will have to have an arch that the shell went into where the fog is re-calculated, then pull that fog.
    That CAN NOT be done without making massive lag.
     
  12. KILLX

    KILLX Banned

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    Yea well I said its whats seems logical to me. I don't know what you can do with Source engine, I've never used it and don't plan to.

    Why don't you stop being a jerk about it? You start being mean because I post MY OPINION. The way you act toward me, opinions should be banned from the face of the Earth
     
  13. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    Ugg Killx, don't try to make a point without having a reason.
    The whole fog thing would of been cool, but you said you could get a reason, this should be done, and it is possible.
    Since you said you have a point and didn't post it I wanted proof and was expecting proof.
    Then I wrote how you shouldn't act correct without having an explanation.

    Overall I got annoyed since you acted like you had proof, and didn't say it and acted correct but in fact it turns out you have no proof.
     
  14. Private Sandbag

    Private Sandbag Member

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    whoa whoa there you two. sounds like some people woke up on the wrong sides of their beds, had their cornflakes thoroughly urinated in and has now found their way onto the forums.

    this could be done. what it would need would be a box around all the fog, which creates the fog pattern around the shell whenever a shell enters it. it would be rather swish.
     
    Last edited: Dec 13, 2006
  15. KILLX

    KILLX Banned

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    Their is a smoke effect, it doesn't go very far though. Its only any good if your very close.
     
  16. Cyber(Gunner_Yeyz)

    Cyber(Gunner_Yeyz) Member

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    That could be done but a little hard.
    The fog texture from the shell would need to match the fog color, density and all the other features of the fog.
    That could work but this could be a lot of memory used.
    Or you could just make fog from the shell no matter what it is doing.
     
  17. arklansman

    arklansman Member

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    Yeah I could easily pee in your cornflakes.

    And for the sake of staying on-topic, that sounds like death for my computer.
     
  18. KILLX

    KILLX Banned

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    Well, if the smokes not actually there, what is it that SwampRat saw? And what the f***ing hell am I seeing? Now I'm scared my PC is broken :(
     
  19. knighttemplar

    knighttemplar Member

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    You know, the physics and dynamics of an arching artillery shell is really interesting, but the real question should be, would this be a cool addition to the artillery feedback skill or not? I choose yes.
     
  20. Shinzon

    Shinzon Member

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    Source in no way in hell has full laws for air friction... Just solid collisions and gravity, and some water...

    To make that fully calculated on the spot would mean death by lag...

    The easiest way would be just to create a listener that checks if a shell is there, once it passes through the target area; the "smoke" texture plays...

    That would hardly be ideal, but on the source engine it is better to stay away from such gimmicky thigns...

    and stick to improving the current trail texture...
     

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