And be really difficult to make work in most of the maps.
Like in the corridors, it’s not going to work, kinda like when people suggest having a Leman Russ as a Monster, couldn’t work with the verticality (Could work as a Lord though).
And be really difficult to make work in most of the maps.
Like in the corridors, it’s not going to work, kinda like when people suggest having a Leman Russ as a Monster, couldn’t work with the verticality (Could work as a Lord though).
That’s why I responded with
And attack pattern initial idea:
This sounds like a nice alternative to dogs.
Easier to hit with ranged before they attack, as they hover above the other enemies.
Sting attack could be dodged and countered in mellee (like the dog pounce).
I like your idea for the sting attack to give a good chunk of corruption, making it not just flying dogs.
That made me laugh ![]()
Not because what you said is wrong, not at all, but it just reminded me of the flying dogs we used to have about 12 months ago. Hah! Can you imagine? Drones with the old bjorked dog physics!?
Cant wait for a Time Crisis terror bite type enemy.
this game has too many pathing issues as it is without adding a chance for the crushers to get confused and start airwalking.
Do dogs usually stop dead in their tracks for 2 seconds and bark before they attack? ![]()
It’s almost as if it’s a videogame we’re playing and not real life.
Can you be specific? What kind of pathing issues?
And why would a crusher use another units rule set?
I’m not sure I understand.
Thanks and yeah it’s pretty much how wasps/hornets behave anyway so should feel relatively natural for a buzzing enemy.
fatshark’s pathing system (the thing that rules how bots move around) has always been prone to bursts of wackiness, with some of it getting so bad they had to overhaul the system so you didn’t have rats teleporting around out of confusion. it’s also tied to the ground despite the leaping enemies. if you add an aerial pathing area, you’re going to get times with the pathing system confuses the two and then you have crushers airwalking around overheading people who don’t see them up there.
what
I was replying to your sarcastic bs.
lol unfortunately it wasnt sarcastic. I love time crisis. It would be cool if there were flying swarms.
idk if ur bad at reading people or what but i dont understand how you couldve read that as sarcasm ![]()
n lol, theres a small group of people that want to have realistic representation in games, u might anger the wrong people m8
ig ik whos a mad hater
I didnt know this!
The Rot Flies themselves are amongst Nurgle’s most loathsome creations. They are Beasts of Nurgle that have developed a great bitterness and resentment in their once-ebullient souls towards the mortals that spurned their company. Over the millennia, a thin seed of malice grows in such a Beast’s heart, feeding upon the Daemon’s depression and angst until it throbs like a canker at the Daemon’s core.
When a Beast of Nurgle is struck down, banished back to the Realm of Chaos by those it wished to call its friends, the Rot Fly that lurks within begins to take over. Over the centuries that the Beast is bound to remain in the Realm of Chaos, it slowly pupates, secreting a thick mucous of negativity to protect it from the harsh reality outside. The chitinous nub of hate that lurks within the Beast grows strong on the sallow bulk of its former incarnation, and a Daemonic metamorphosis takes place. Eventually the newborn creature within the cocoon of hate bursts out of its fleshy sac as a full-grown Rot Fly, a creature of pitiless malice hell-bent on wreaking its revenge upon an uncaring universe.
Agreed with the pathing issues. All units follow a sort of 2D mesh that is overlaid on the environment. It lets them know what surface they are on and where they can go. If you just want sort of “flying” enemies that hover 12 feet off the ground but still have to “jump” when traversing platforms or going up and down a level, whose movement just matches the terrain rather than freely moving through the air, then that would probably be easy to implement, but it’s also kinda cheesy looking and feeling. Such things might have been overlooked as acceptable jank 20 years ago or in an RTS but especially these days a certain amount of realism is expected in FPS unit movement.
In order to get them to have truly free movement through the air, all maps would have to be re-worked with a 3D flying mesh in the airborne-allowable areas, the engine would need to be over-hauled to even allow such a system at all. I mean like the sort of movement you would expect from a fight in that one spiraling tower in the Torrent. If I’m on a balcony, getting shot by the rot fly and go to cover inside the tower, it should be able to fly up and pester my buddy on the balcony above me just by flying up. But man, these sorts of pathing calculations would be intense and anything less than getting them perfect will have terrible AI that just can’t figure out where it wants to be.
But I also agree that ranged flying units would be a pain and something as gigantic as a rot-fly would be a tough place to start in any event unless it had it’s own tailor-made arena that it is never encountered out of. Something like simple daemonic furies might be an easier start as they are person-sized and attack by melee.
All that said, unless they already have some truly motivated, Alpha-Primaris tier coders on the case working to implement such a system, I would rather they didn’t bother. Adding more verticality to fights was the primary reason given but any old VT2 vets would know that DT already has a great deal more verticality than VT2 did. Just the sheer number of platforms, balconies, and murder-holes in the ceiling that we come across in the constant urban-hive combat of every map dwarfs anything we saw in VT2 and there were few ranged units to take advantage of it anyway.
I think the big plus of flying units would be to make voids and ledges, which are currently “dead” space and a safe angle that we don’t have to worry about being attacked from into threats that must be considered. I suppose they could be implemented solely in these situations, but, again, to have enemies that show up when you are around a ledge but refuse to fly over ground once you pull back from them would be a bit hokey. I think they should go all the way or just don’t do them at all.
In which case, I wouldn’t mind seeing them as a cinematic enemy the way we see enemy tanks in the distance or the valkyries fly over at scripted points. Have a rot-fly being chased by a vulture gunship buzz by overhead to show how the daemonic situation is getting worse. Why not?
I think that would be fine for a Flamer of Tzeentch when such a faction would be made.
Admittedly I didn’t realise rotflies were so enormous. I certainly had something slightly smaller than a dog in mind. Surely dog sized flies from Nurgle would be very lore permitted.
If they were smaller and flew in darting, sudden motions, stopping and starting like how hoverflies fly, then this might be a very forgiving (yet realistic) animation to counter the pathing system if the format is still as you describe. Especially if darting to a new location on another platform. Their ‘jump’ would just resemble their darting motion.
Obviously it would be a shame if they couldn’t fly over an abyss but not deal breaking imo.
I personally disagree on the inclusion of more verticality. People seem to want more challenge and I think this would be an inventive and fun solution, compared to the usual brute force multiplier method anyway.
It’s a shame we don’t get to see prototypes and whiteboard scribbles on the forums. Would love to see the kind of stuff they have in their dev kits!
Would be intrigued to hear from a coder from FS and find out whether such limitations are still the same. Someone mentioned above that they overhauled part of the pathfinding after complications arose, but I’ve no details.
I think they have some wriggle room there, yeah. Especially since daemons are described as kinda coming in all shapes and sizes with their own individual power levels and such. The games have a tendency to make them uniform for ease of use and gameplay but there is quite a span that any given daemon’s characteristics can occupy.
In any case, dog-sized, acid-spitting, face-eating flies are very on-theme for Nurgle.
And sure, if they could traverse levels via an-assassin-leap-esque ability that lets them launch at us like fired missiles that would be pretty mortifying.
The devblogs have some good examples.
The CMs usually don’t answer our every little inquiry, especially about such technical stuff, and it’s probably best they don’t as they’d never hear the end if they started.
Your best bet is to watch out for their Dev Streams they do time to time and ask the person themselves on stream. I suppose the Level Design or Combat folks would be who you’d want to ask.
i like the idea of flying enemies
maybe some disabler like in DRG where it grabs you xD