Author Topic: request: Broken Windows (tileset)  (Read 2059 times)

Offline RSSwizard

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request: Broken Windows (tileset)
« on: March 30, 2021, 09:22:29 pm »
This concerns vehicles like Aircars, Airspeeders, Snake, and so on which have big windshields and other porthole windows. Presumably even though you can see through them it would be Very Difficult to actually shoot through them because they'd have to be made of some pretty tough stuff (like ALON, etc).

Im suggesting a Broken state be added as the destroy-tile to default to, for at least the windshields. And maybe set the toughness on it somewhere around 60 damage so an explosion will blast them out but most small arms wont.

As for the hit cross section is there some way to make it an extremely small hole so you can see through but shooting through is unlikely?

Currently its just plain obnoxious, its like living in a glass house, to the point id rather not even be able to see out of the windows.
« Last Edit: March 30, 2021, 09:24:35 pm by RSSwizard »

Offline legionof1

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Re: request: Broken Windows (tileset)
« Reply #1 on: April 02, 2021, 07:17:39 pm »
Your dealing with a sad side effect of how the terrain works. No such things as a transparent object. For vision to happen you need open voxels. Which means the possibility of getting shot.

It intrudes into balance quite alot since it is more preferable for craft to have some variety beyond the shape of the opaque box and where the exit is.

That said haveing window tiles that could degrade in steps is a neat idea. But it does nothing to solve the lack of transparency, you would still keep the current state as the intial form. Fyi most of the gaps atm are only a handful of open voxels. The airbus front window for example only has about 5 open voxels in it under a ledge to limit incoming arcs, but it still feels like swiss cheese.