I mean come on, when a vehicle is 50% or more damage why does it still operate as if it's still 100% healed? That's per fud in my book.
Lets use the following examples for clarity on what I mean:
Tanks
When they are 50% damage it should take 5 seconds longer for the shell to reload. At 75% or more 10 seconds longer for the shell to load. Simple enough, nothing complicated and can be coded in to the game. So don't give me that "it can't be done crap!"
APC's & Mobile AA
When they are 50% damaged the fire rate should slow down to 1/3 the speed. Once damaged at 75% or more 1/2 its speed.
Jets
When they are 50% damage the radar should fade in and out in intervals of 5 seconds. At 75% it should fade in and out in intervals of 10 seconds. I am not sure if this can be coded into the game. However, the alternative is to decrease rate of fire for it's cannon and delayed release of bombs and missiles. Again, that can be coded into the game.
Boats, Jeeps and Vans
I say leave them as is...they can be killed in 1 shot anyway
Commander's Assets.
UAV
At 50% damage they should take 10 seconds to function after you push the UAV button. At 75% or more 20 seconds. Not sure if this is already implimented or just a bug, LOL
Satellite
the same as UAV
Artillery
They say that they are delayed but I haven't noticed it. But if not it should be the same as UAV.
The reason why I only used the firing mechanism is because it's been said that complex dynamics cannot be added to the game. It would require a different engine. Therefore, I keep it sweet and simple. If it where possible then yes, I am for it (that's why I left it in the poll none the less. However, be that as it may, more then likely if they cannot properly patch this game why would you think they can do complex coding and hit detection dynamics? Rather then present a suggestion that obviously cannot be fulfilled I offered an alternative solution that can be implemented.
Vehicles exhibiting specific inoperative zone damage YES NO
Vehicles exhibiting less functionality when damage YES NO
Not sure why they don't show up. when I previewed it all was well...hmm...
Vehicles exhibiting specific inoperative zone damage
Yes No
Vehicles exhibiting less functionality when damage
Yes No
^^This is a direct copy and paste from the preview before I submitted it (minus the circles) ...Not sure why it's no longer available..
Lets use the following examples for clarity on what I mean:
Tanks
When they are 50% damage it should take 5 seconds longer for the shell to reload. At 75% or more 10 seconds longer for the shell to load. Simple enough, nothing complicated and can be coded in to the game. So don't give me that "it can't be done crap!"
APC's & Mobile AA
When they are 50% damaged the fire rate should slow down to 1/3 the speed. Once damaged at 75% or more 1/2 its speed.
Jets
When they are 50% damage the radar should fade in and out in intervals of 5 seconds. At 75% it should fade in and out in intervals of 10 seconds. I am not sure if this can be coded into the game. However, the alternative is to decrease rate of fire for it's cannon and delayed release of bombs and missiles. Again, that can be coded into the game.
Boats, Jeeps and Vans
I say leave them as is...they can be killed in 1 shot anyway
Commander's Assets.
UAV
At 50% damage they should take 10 seconds to function after you push the UAV button. At 75% or more 20 seconds. Not sure if this is already implimented or just a bug, LOL
Satellite
the same as UAV
Artillery
They say that they are delayed but I haven't noticed it. But if not it should be the same as UAV.
The reason why I only used the firing mechanism is because it's been said that complex dynamics cannot be added to the game. It would require a different engine. Therefore, I keep it sweet and simple. If it where possible then yes, I am for it (that's why I left it in the poll none the less. However, be that as it may, more then likely if they cannot properly patch this game why would you think they can do complex coding and hit detection dynamics? Rather then present a suggestion that obviously cannot be fulfilled I offered an alternative solution that can be implemented.
Vehicles exhibiting specific inoperative zone damage YES NO
Vehicles exhibiting less functionality when damage YES NO
Not sure why they don't show up. when I previewed it all was well...hmm...
Vehicles exhibiting specific inoperative zone damage
Yes No
Vehicles exhibiting less functionality when damage
Yes No
^^This is a direct copy and paste from the preview before I submitted it (minus the circles) ...Not sure why it's no longer available..
Last edited by ECH (2006-07-18 16:02:42)