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changing how huge explosions work
#10
(11-18-2016, 03:32 AM)misto Wrote: if youre concerned about potential victims escaping too easily, maybe you could request a stunning wave precede the destructive wave

I think is another case of BYOND and lag. Seems deleting a shit ton of objects is alot more resource intensive than producing a shockwave. Perhaps it could be tinkered with that it procedes the destructive wave, but I doubt it.

It helps to think of massive explosions as "slo-mo" action scenes, even though it's just lag. It also seems to add an element of balance in that people can outrun the
impending blastwave, given that a canbomb is the ultimate show of force.

That said, fixing lag should reduce the effects of this. I wouldn't even mind if the "slo-mo" became one of those features, where the game slows down by a fraction to make up for the mass deletion, it's not the slow motion that's the problem (i'd go as far as argue it adds to the drama), it's the game freezing and/or stuttering due to lag spikes. That's what gets you fucking killed.

tl;dr: Lag spikes = bad. Slow motion = Necessary bad, but kind of good?
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Messages In This Thread
changing how huge explosions work - by babayetu83 - 11-17-2016, 07:13 PM
RE: changing how huge explosions work - by ZeWaka - 11-19-2016, 12:40 AM
RE: changing how huge explosions work - by misto - 11-18-2016, 03:32 AM
RE: changing how huge explosions work - by Sundance - 11-18-2016, 04:56 AM

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