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Old December 26th, 2009, 01:15 PM
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Suhiir Suhiir is offline
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Default Re: CM arty modeling

Quote:
Originally Posted by Marcello View Post
Quote:
Originally Posted by Suhiir View Post
The "real" frequency of any weapon/equipment system use VS how often players buy/use them is always an issue in any game. The AI can be "forced" to buy them less often via the X2, X0, X1, X3 radio codes. But most players will buy what looks good or what they want. Some (most?) do so out of ignorance (they have no clue how (un)common anything is), many just like playing with the best toys, and others just plain don't care about such things and only want to win their battles so pick whatever allows them to do so.

All that said all we can do is try to model any equipment/weapon as best we can keeping in mind it's "real" effects, it's "game" effects, and it's "game balance" effects.

Talk about walking a greased high wire!
What I was trying to get across is that they are a niche weapon at best for the time being (and the 2010-2020 timeframe in all likelyhood) and since they would be hard to differentiate from conventional cluster ammo in terms of game mechanics anyway it is not very cost effective to do so, say by using scarce weapon slots for example. The game is inhrerently inflexible when it comes to handling different types of ammunition for a given weapon.
I agree.
They are certainly a high-tech niche weapon due to real-life cost and mass production manufactureing difficulty.
The problem, as was pointed out, is how can the game best model the overpressure effect of this sort of weapon.
Currently it's been decided the "flame effects" do the best job, with the unintentional (I assume) side effect of an automatic fire in the target hex.
Without knowing what the flame effects vice the CM effects are in the game code we can only look at the results produced in-game by a weapon and extrapolate on how it was produced.
While the overpressure effect is (I'm sure) best modeled via the game codes flame efects I'm just wondering if the end result, i.e. how destructive these weapons are in game (with the side effect of hex fires) is best modeled this way?
The in-game cluster munition effects seem to accomplish the same job of simulating AoE destruction without the fire side effect.
My question is - might this not be a "better" way to simulate these sorts of weapons?
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