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IDProjectCategoryView StatusLast Update
0001475FSSCPgameplaypublic2007-08-28 06:59
ReporterKeldorKatarn Assigned ToGoober5000  
PrioritynormalSeveritytweakReproducibilityalways
Status resolvedResolutionno change required 
Product Version3.6.9 
Summary0001475: Special explosion makes it way to long for the ship to finally blow up
DescriptionThe Special explosion feature in the ship editor is very usefull, but the the time the ship with such a explosion activated needs to disintegrate is way to long.

In Saga to destroy a nearby capital ship the explosion damage needs to be something like 50,000 to 100,000. With such values the explosion takes over 2 minutes of those small explosions along the hull before the ship finally explodes.
That is way to long and I suspect the time for destruction is linked to the explosion damage?
If so.. could there be some kind of time-until-destruction added to this to make it possible to adjust the time?
TagsNo tags attached.

Activities

phreak

2007-08-25 18:48

developer   ~0008402

If you set the kamakazie flag on the ship, it'll explode instantly. Also i believe goober was looking into this at one point. This is more of a feature request, however.

KeldorKatarn

2007-08-25 19:53

reporter   ~0008403

I don't want it to explode instantly.. the small explosions along the hull are wanted, but not over 2 minutes...

FUBAR-BDHR

2007-08-25 20:59

developer   ~0008404

Quick workaround. Set the damage lower so the special explosion time speeds up. Then just order the other ship to self destruct x seconds after the special explosion ship.

KeldorKatarn

2007-08-25 21:23

reporter   ~0008405

That doesn't work at all since the destruction must depend on the distance to the explosion. Damage depending on distance can be done by special explosion, but not by a general event.

Goober5000

2007-08-28 06:58

administrator   ~0008418

Last edited: 2007-08-28 06:58

As phreak said, this is a feature request, not a bug, and therefore shouldn't be in Mantis. Since this is a WCS feature, it should be in the WCS feature request thread.

I have looked into combining explosion time with special-explosions, but I haven't gotten past the planning stage yet. It requires some reverse-compatibility gymnastics.

In the meantime, here is the general formula for explosion time:

3000 + (damage*4 + object radius*4) = explosion time, in milliseconds

Issue History

Date Modified Username Field Change
2007-08-25 18:36 KeldorKatarn New Issue
2007-08-25 18:48 phreak Note Added: 0008402
2007-08-25 18:48 phreak Category OpenGL => gameplay
2007-08-25 19:53 KeldorKatarn Note Added: 0008403
2007-08-25 20:59 FUBAR-BDHR Note Added: 0008404
2007-08-25 21:23 KeldorKatarn Note Added: 0008405
2007-08-28 06:49 Goober5000 Status new => assigned
2007-08-28 06:49 Goober5000 Assigned To => Goober5000
2007-08-28 06:58 Goober5000 Note Added: 0008418
2007-08-28 06:58 Goober5000 Note Edited: 0008418
2007-08-28 06:59 Goober5000 Status assigned => resolved
2007-08-28 06:59 Goober5000 Resolution open => no change required