Blocking physics

Aki

Member
Our physics code is pretty much exactly what any developer will tell you to not do.

Wait, so the code is so messed up that it can't calculate the product of a scalar and a vector?

Let me back up and ask this first: does mass exist in the code, or do you guys just give guess-and-check values for damage from a collision?

Where I'm going is to the simple algebraic expression for Impulse, which is simply mass*change in velocity. It's also force*time period, which might be easier from a programming standpoint? Of course, for Impulse to work, mass must be a real value in the code. Unless there's a clever programmer's trick for making objects inherit velocities without calculating force...?

I dunno, I probably just sound like an idiot by now :p .
 

Astrum

Super Special R&D
Our physics code is pretty much exactly what any developer will tell you to not do.

I've actually had this discussion with Mabel before, though not in the context of body blocking. This is also a problem on some maps such as Forgotten where many people would take a route through the middle and since jets create a no-friction zone beneath your feet everyone would basically converge on low points in certain areas on certain maps causing one person to stop dead from the clipping collision and the other to continue as if nothing at all happened. This actually was around in the previous incarnations of the engine for Tribes and Tribes 2 as well, but due to how skiing works such incidents were much less likely than they are in Legions.

After a long discussion with Mabel about this I can say it's not easily fixable. In fact it would be a bitch of a job to fix.
 

Immanent

Member
Exactly. You get no damage from a BB (or any other player/player collision), no matter how fast you are, as long as the one you're colliding with is faster.
IMO an incentive for midfield bowlpartying. I think that system is kinda flawed though, the one with greater velocity and mass will have greater momentum, thus makin it mor difficult to stop and will receive some but less damage.I feel that Both people should receive collision damage, but I think that the one with less velocity should tak more damage
 

Gravis

Member
BB'ing is pretty much one of the best things about defense and not the easiest things to pull off, especially in higher ping. Besides it is often countered by the fact that once the HoF OD's, he's already out of position and a second capper can grab the flag. I only see this kind of change as giving offense even more leverage than they already have. Besides as it was said any effective LO can pretty much make BB'ing useless when a HoF is being thrown around or is floating around trying to dodge and can't time his OD's effectively.

Now, tell ya what? You make an LO's job a little harder than simply float/shoot/hide and this kind of modification would seem more plausible.
 

Immanent

Member
Drive a truck into a bike, the truck going at 50 km/h, and a bike going at 20 km/h. tell me how on earth does the truck take damage simply because it's going faster.
 

Lin

Member
Drive a truck into a bike, the truck going at 50 km/h, and a bike going at 20 km/h. tell me how on earth does the truck take damage simply because it's going faster.

It's not a question of whether it makes sense anymore. The devs have made it clear already that even though its not a realistic system, it's what they have to work with because of the engine. Until they make some sort of coding breakthrough, I really can't see much improvement coming.
 

MJ1284

Member
I suggest giving body blockers portable launch pad (worn like a shield) that would bounce off their target, accompanied with appropiate "BOING!" sound.
 

PureWhoopAss

Legions Developer
they could make a explosion upon contact which could move the body blocker, but it would alter the cappers course as well.
 
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