Damage to asteroids

YES for god sake.
Since CR said it, folks are parroting the word like crazy.

Yes, yes… you absolutely know everything there is to know about our galaxy and the hundreds of millions of asteroids belts yet to be discovered. Of course we could surmise there are other planets out there as well, even purple planets…lol.

Arcade game? Well, I would rather have movement and kinetic energy breaking things apart than just another boring, static space sim. After all, in case you haven’t noticed this is a game. What’s more having a variety of asteroid sizes adds to depth and having the ability to judge distances easier, especially in a game involving space. But hey, I-Novae could take your advise and produce only large static asteroids and leave out smaller ones altogether…sounds like solid advise. Hey maybe they should leave out spaceships too because they are just as real, given our present technology, as your static, unbreakable asteroids.

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There are lots of smaller rocks in the prototype. Not just ones that are hundreds of meters big, and its still a prototype, if they wanted they could add 10 cm rocks into the game.
If they include explosive weapons into the gameplay it would make sense to add the posibility to damage or destroy these rocks. Capital ships are going to be implemented, they could have even more powerful weaponry.
Your whole point that this would not be realistic is moronic,
what is more realistic:

  • indestructable magic rocks made out of adamantium
  • destroyable rocks

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I am not arguing that they should invest time and money into this, I am just saying that your reasoning is invalid and the way that you talk down to other people is very rude.

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I really don’t like the arguments contained here.

The crux of this argument is that Infinity shouldn’t be a boring game, but something exciting and new. Infinity already will be exciting and new, it doesn’t need destructible asteroids at all to achieve that novelty. But this argument betrays a line of thinking that will destroy Infinity. Zen wants to judge infinity against the standards of an undefined boring, static space sim. We have seen this argument before, in another kickstarter. A certain game was going to redefine space sims forever, bring them into the 21st century. That game will fail and, I fear, it’s backers are spreading the terrible logic behind it to other games. Infinity must resist any arguments on the grounds of: boring old space sim, immersion through special effects and graphics, and fidelity.

As to the rest of your comment, Infinity is not a space sim, it is a massive multiplayer shooter set in a solar system. Everything added to the game must be judged on that description alone.

Personally, he is right in thinking. I created this topic just out of curiosity; Infinity will already be exciting and new, it does not need destructible asteroids at all to Achieve que novelty.

Destroyable space rocks sound cool. Its not very high on my engine feature wishlist though. Volumetric clouds would add far more to the game in my opinion. :slightly_smiling:

Bonus: Here’s a 20 ton boulder being blown up. Not that exciting.

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That’s a great point, there are many VFX options which could be added to the game right now. Volumetric clouds makes the planets appear much more realistic and exciting. Compared to destructible asteroids, the choice is obvious.

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I don’t think that was Kichaes point though, he just argued that its very hard to blow up a large space rock.
For small ships I agree, but capital ships blowing up 100m+ space rocks “sounds” plausible. Would be cool to scatter large debris in the blast direction to shotgun smaller enemy ships, it would also add another tactical element. Adding such a feature to the engine is probably super hard I imagine, so not sometthing realistic anytime soon I suppose.

Whoa, whoa, whoa…hold on there Hopalong. I really doubt small destructible asteroids are going to ‘destroy’ Battlescape. If you truly believe that than you don’t have a lot of faith in the DEV’s or the project. Like I said, if the DEVs don’t do it then fine. But every game has redeeming qualities, even Star Citizen. And it wasn’t the fault of SC supporters for Star Citizen becoming feature creep of the century: it was Chris Roberts fault for not drawing the line. What’s more I am having trouble following your logic: why would supporters of a failed game spread ‘the terrible logic’ ? Wouldn’t they be bitter, like me. :angry:. Personally I hope I-Novae doesn’t go the route of Star Citizen and numerous other games.

That said, even Star Citizen has redeeming qualities and dismissing an entire game is simply excessive. Every game has it’s pitfalls, including Elite Dangerous and EVE. But there is nothing wrong taking the best of every game and making it your own. Sure Battlescape is exciting and new, but lest we forget, we have not even played it yet and they were saying the exact same thing about Elite Dangerous…and look how that turned out. So maybe you like to delve in absolutes but I am always open to other game mechanics and I am even open to the possibility of failure. Because that’s how the asteroid crumbles.

I prefer to blow up ships, but it would be interesting at least damage the asteroid like this: https://www.youtube.com/watch?v=pciPmz8RbC0

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Agreed, small ships breaking up large asteroids wouldn’t seem realistic, but certainly small ones. It’s all relative.

Frankly, it could be absolutely great to have nuke-level weaponry on ships. After all, whoever built those ships was able to master warp and hyperdrive, with whatever fantastic energy that represents. When they put their mind into armouring a ship, kiloton yields aren’t that far fetched. After all, they survive fast head-on collisions with unmoveable objects, steep atmospheric entry or even close-ups with a star.
Dogfights on the (Earth-like) surface? Stray bolts hit just hard enough to mess up a football field and create a mushroom cloud. Cruiser support guns? Look at Nagazaki. Cruiser main siege weapons? Each one hits like the Czar Bomba.
Surface battlefield would be a chaos of giant burning mushroom clouds and flashes of death and destruction. Lakes would be boiled dry, mountains brought down and plains turned into crater fields, with installations stubbornly holding onto their defence fields in the midst of all. That would be awesome.

But that would also require Star Citizen’s budget, so it’s not an option, alas.
If they can go as far as volumetric clouds, I’ll be happy already.

So, why don’t they need kiloton-range weapons to break those ships, then? Let’s just say that they use specialized anti-ship/structure weapons, that aren’t that efficient against disorganized lumps of uninteresting matter like asteroids or surface dirt. Most of the damage is internal and invisible anyway.

Zen - my response was based on the arguments you used, not the specific question (destructible asteroids). The issue I am trying, perhaps too zealously, to fight is the language used by Chris Roberts.

I said that because many supporters of SC do not realize that it is going to fail. They backed it because of the feature creep, because of the promised fidelity and immersion. These people are still backing it. As they exist and have money to burn, I would not be surprised to see them spread the favorable, in their eyes, properties of Star Citizen to anyone who would listen. These arguments, greater fidelity and immersion, sound great, but they are open ended enough to lead the unwary developer astray.

Sorry for assuming you still believed in the dream, perhaps now you understand my complaint?

Sorry but LOTS of people have left SC and asked for their money back…they just don’t advertise it. What’s more rumor has it they will become strapped for cash this year…long before the game is completed. And maybe it won’t run out of supporters with deep pockets - you are missing the point: fidelity and immersion are great! It’s whether the developers can achieve it within budgetary constraints. What’s more, you need an engine that can deliver - clearly a reconfigured CryEngine cannot. So again, there are no absolutes - there are dreams and we do the best we can to see those dreams come to life. But your dreams are not my dreams…hell, they probably aren’t even the DEV’s dream. But I trust they will do what is possible - and if they think small destructible asteroids adds to gameplay and are doable within budgetary constraints, then fine. If not then at least we tried to make our respective cases…it’s all good.

You shouldn’t count star citizen out just because the amount of content they want to add is bat**** crazy. Anyone looking at Fallout or GTA would say they’ve got crazy feature creep too, but when you’ve got hundreds of developers and a mountain of money to throw at that stupidly long list of features…

That said, it’s not a viable way for a tiny unknown indi studio with a limited budget to go about making a game so I don’t know why it’s even being discussed here. :stuck_out_tongue:

When coming in visual range to a new entity you could have the client infer scorch marks by looking up the entities health and placing random scorch marks over them according to that.


I don’t think removing a procedural generated object is currently possible in the engine. As others stated above, it probably is a rather hard thing to implement and would probably create performance issues.

I would love to have craters, split rock fragments and flattened rings of trees in a forest … but I think it’s out of scope for Battlescape. Priorities and resources are needed elsewhere.

And yeah …

Yes I own that film on dvd …

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I suppose it is being discussed because we are weighing if destructible asteroids are feasible. Which again brings me to Star Citizen - years ago Chris Roberts stated landing on planets wasn’t possible but a few years later here we are…landing on planets, long before Star Citizen is finished, and of course with a fraction of money. In fact only the money the DEV’s personally put in. So I am more open to what is and isn’t possible. But it essentially boils down to what the DEV’s believe is and isn’t feasible…not us.

Random marks don’t communicate anything except the fact that the object is damaged. It is the history of marks that is interesting to me.

What might be possible is to have the server track only those events which are energetic enough to make a significant mark. Perhaps slow-firing capital weapons could leave permanent marks or even craters. I’m thinking of weapons that are so energetic that they consume limited resources. Even that is probably outside the scope of their development resources. It’s just a nice-to-have.

It could be a big game mechanic, especially if the asteroid is valuable or has resources on it, or if it has a base or equipment.

It would be interesting to have an idea about it from the developers.