Commando Archive
Thread: Grenades Miss
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Fred_Skinner
Tue Aug 19, 2003 2:35 pm
#1
Better: it always goes off and you can pick the spot it lands, irregardless of any "target" object. Show the effective area as a translusent dome. You could call the misses "dudes" I guess but I'd rather it worked differently then a gun. It's not a gun, it's a thrown weapon, it should act like you threw it. You have to "predict" where the target is. Unfortunatly you might have to "lag toss" but being a vet of Mechwarrior and other FPS's I have no problem with this...
DuffMonkey
Tue Aug 19, 2003 3:07 pm
#2
Well the concept of SWG is already kinda like "Unreal meets EQ" so FPS + RPG. Then I really don't see a problem with this. If you got a little window that had a top view of your range with Yellow Dots for Hittable Targets and White for Non-Hittable and you can determine what your targets are and hit them from where you stand. An object in the way should also effect the throwablity.
zakajawea
Wed Aug 20, 2003 12:05 am
#3
Anyone else think it'd be a cool idea if rather than somehow missing with our grenades, SWG calculated where exactly the grenade hit and then calculated some AoE damage from that point?
I dunno, seems to me like if you throw a grenade it should at least blow up rather than automatically being dodged and seeing nothing happend.
I dunno, seems to me like if you throw a grenade it should at least blow up rather than automatically being dodged and seeing nothing happend.
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