- such neat effects are mostly client based. - meaning... when you have an engine powerful enough to deal with the effects ( fill rate, transparency, lightning, bloom etc. ) - you won t even run into a frame stutter. ( although the engine is fairly old )
- it wouldn t lag the server though... - the server is mostly busy with tracking objects and allowing triggers. - a ship that dies has caused a trigger - and there is mostly ends.
a ship during its "fuse" is just displaying a cosmetical effect - so no serverlag involved.
in a furball though - such an effect can make participants playing on lower end computers or small netbooks to loose fps.
the explosions look good. - but the trick about a really good death animation is rather variety.
example: "heavy mortar"
the effect doesn t quite justify the rather low damage. - and soon you got used to the HUGE blast and the amazing shockwave - but you don t associate damage with it anymore - hence it lost its appeal.
for capships - it would be good - if we had different scripts:
- structural failure: ship breaks up - small explosions, mostly disabled sections. - no AoE damage
- destroyed by a massive weapons ( HM ) : explosion as we have them now
- destroyed by a reactor breach ( low random chance ): huge explosion with massive AoE damage to all surrounding
IF such a script could be added, it would also add a tactical characteristic to it. - snubs and small ships would perish when being too close to a reactor breach, friend of foe.
in such a case - a huge cap explosion would indeed be "a sight to remember".
' Wrote:- structural failure: ship breaks up - small explosions, mostly disabled sections. - no AoE damage
- destroyed by a massive weapons ( HM ) : explosion as we have them now
- destroyed by a reactor breach ( low random chance ): huge explosion with massive AoE damage to all surrounding