IIRC, asteriod collisions in the original were much more damaging? I remember that one asteriod would drop shields, and the next kill armor and probaly the ship (if flying thru with afterburners...). Asteriods were so dangerous and hard to avoid, at least for me, that running away on afterburners thru an asteriod field was only the LAST resort...
I like the ability in the remake to fly around asteroids and the fact that they are so big and moving in random directions... but I think a collision with one should be instant death or close to it. Compared to any of the game's weapons a solid chunk of space rock is like a MASSIVE mass driver projectile. (be cool to use the beam repulsor to fling them at capships or bases)
I like the ability in the remake to fly around asteroids and the fact that they are so big and moving in random directions... but I think a collision with one should be instant death or close to it. Compared to any of the game's weapons a solid chunk of space rock is like a MASSIVE mass driver projectile. (be cool to use the beam repulsor to fling them at capships or bases)
Well, this was due to the game engine, so I guess this doesn't occur in Remake. But I found it a bit strange that asteroids fly through each other... I know it is impossible to compute the collisions of 10000 asteroids, but maybe it would be possible to take let's say the 100 asteroids that are closest to you in the direction you face (i.e. when looking backwards using F4, you examine the rocks behind you - you only examine the visible rocks, that is), and decide if they hit each other or not. Collision would divide each of them into 3 or 4 smaller parts moving into separate directions... That shouldn't be so hard to be made, should it? The only problem comes when you change the view and two rocks that are flying through each other get into the 100 ones that should collide. In this case, collision-decision should be a simple distance-match (<=0 means collision), and the new smaller parts should be placed in a way that their distance is greater than zero (it can also be complicated...). When a rock breaks into more parts, only one of the new parts should get in the place of the old that blew up. (I mean, after breaking, one of the 100 places becomes free - let's put the closest new part in this place.) Another problem is that you should dinamically change the list of the 100 rocks being tracked, and continuously examine only the closest ones. I think refreshing this list wouldn't need to be made more often than every 5th second.