Crysis 2 should have tactical destruction

Post » Sun Aug 29, 2010 9:14 pm

^Topic.

By tactical destruction, I mean being able to blow holes in walls, floors, ceilings etc., and using it as a gameplay element to help you flank, escape or hide more easily.

For example: You know that someone is on the floor below, under you. You want to get down there to kill them, but you can't make it in time with the stairs. So you pull out your C4, grenade launcher or whatever and shoot the floor, blowing a hole in it. You jump through the hole and knife them.

Or another example: Someone camping and shooting your team through a window, and they hide too quickly for you to pwn them. So, you pull out a grenade launcher and shoot the window, which makes the window a lot bigger. Boom, no more camper.

So, here is why I think it should be implemented:

It adds unpredictability and dynamics to the environment. You won't ALWAYS be able to go up into that tower to snipe, because someone might have blown it up with C4. Is there a map that is full of campers that hide out in 1 building? Shoot up their base, destroy their cover.

See what I'm getting at? With destruction of this sort, the map will not always play the same way every time. You may have heard something of this sort in BC2 reviews, but it makes the maps feel less like game arenas and more like dynamically changing battlefields. You can use the environment any way you like, to help your team or to remove enemy cover.

Another thing it adds to is the speed of the game. It keeps everyone constantly alert and moving.

Bad Company 2 is a great game (IMO, I play it on my PC). But, I think that with Crysis 2 graphics and the Nanosuit 2 AND tactical destruction, it would be even more awesome. One thing about BC2 is that the physics aren't really that great.

Crysis 2 has procedural destruction. Combine that with the ability to blow up the wall completely, and you've got BC2 destruction with physics and fragments.

If Crytek does it right, which I'm sure that they can, then it would make for even higher review scores. It would also really help to move it away from the 'generic shooter' path that Crysis 2 has been going down lately. I know that they try to justify it with the Nanosuit 2, but that really doesn't make up for the kill streak rewards that seem so similar to Call of Duty.

I know that shooters need to have some things in common, but Crysis 2 just somehow rings 'generic' to me. Things like bullet drop and tactical destruction would be very good for uniqueness.

There are probably more reasons I can't think of. I will update it if I think of something. As a last comment, it's just really cool to blow things up!
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Cesar Gomez
 
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Post » Mon Aug 30, 2010 5:24 am

As a last comment, it's just really cool to blow things up!

Im sure everyone can agree with that xD
And i really would love to see everything that you say in there, personally i would rather if c2 would take more of a bc2 approach than a mw2
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RObert loVes MOmmy
 
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Post » Sun Aug 29, 2010 6:16 pm

Yeah, especially with C2 going for a smaller, faster gameplay type, I could definitely see this happening. Maybe something like this but on a larger scale: http://www.youtube.com/watch?v=tDPVNXD25Mc&feature=mfu_in_order&list=UL

I also read in a preview a while back that the player got a rocket launcher out and blew a hole in a wall, the size of which was calculated in real-time, and then jumped into the next building! Although this would probably be a bit system intensive for consoles, it would be cool... :)
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Music Show
 
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Post » Sun Aug 29, 2010 8:38 pm

Yeah, especially with C2 going for a smaller, faster gameplay type, I could definitely see this happening. Maybe something like this but on a larger scale: http://www.youtube.com/watch?v=tDPVNXD25Mc&feature=mfu_in_order&list=UL

I also read in a preview a while back that the player got a rocket launcher out and blew a hole in a wall, the size of which was calculated in real-time, and then jumped into the next building! Although this would probably be a bit system intensive for consoles, it would be cool... :)

If a feature like this is held back by consoles, Crytek can kiss my money goodbye. I'm not paying for another console port. Cool video, by the way.
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Adam Porter
 
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Post » Mon Aug 30, 2010 3:40 am

Anyone remember a game called BLACK? Good example there what can be done.
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Svenja Hedrich
 
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Post » Sun Aug 29, 2010 10:10 pm

I also read in a preview a while back that the player got a rocket launcher out and blew a hole in a wall, the size of which was calculated in real-time, and then jumped into the next building! Although this would probably be a bit system intensive for consoles, it would be cool... :)

If a feature like this is held back by consoles, Crytek can kiss my money goodbye. I'm not paying for another console port. Cool video, by the way.
I don't actually know whether features like this will be present in Crysis 2 multiplayer but i can tell you i wouldn't be surprised if they're not. You need to understand the network implications with physicalised objects in a multiplayer environment. Many items are actually calculated client-side, which means that although you kick over a barrel on everyone's screen, it's not calculated exactly the same on each machine. For some people it may roll 2m, for some it may wobble, for some it may roll 1m, etc.

You remember the turtles in Crysis MP? They were all client-side object calculations which is why the turtle appeared in different locations for different people. Whilst it's possible to change it so that these objects are calculated precisely over the network, that would increase network traffic ten-fold and it would turn into a, for lack of a better word, lag-fest. Single player physics are much easier as they only have to be calculated for one person.

Things like blowing a hole in a wall can be very simple if it's a pre-baked hole to begin with. If it's real-time physicalised destruction where every piece of rubble is calculated then to send that information over the network wouldn't be possible. But if it's a pre-baked hole, even in stages, like in BC2 for example, then sure it's possible to send that limited information over.
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Alexander Horton
 
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Post » Mon Aug 30, 2010 4:37 am

I also read in a preview a while back that the player got a rocket launcher out and blew a hole in a wall, the size of which was calculated in real-time, and then jumped into the next building! Although this would probably be a bit system intensive for consoles, it would be cool... :)
Yeah, I remember that being in one of the earliest of the crysis 2 previews. Back then it just seemed so freakin sweet, didn't it?
I won't be too angry if tactical destrction isnt wholly included in the multiplayer, but there should still be a little.
In the campaign, though, the tactical destruction should be widespread and almost entirely unrestricted.
On a sidenote, Ive read some bad xbox previews of the multiplayer, and I really hope that crytek can simply make crysis 2 work. Adding tactical destruction would definately help.
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Penny Flame
 
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Post » Mon Aug 30, 2010 5:50 am

Things like blowing a hole in a wall can be very simple if it's a pre-baked hole to begin with. If it's real-time physicalised destruction where every piece of rubble is calculated then to send that information over the network wouldn't be possible. But if it's a pre-baked hole, even in stages, like in BC2 for example, then sure it's possible to send that limited information over.

i wouldnt mind that :)
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QuinDINGDONGcey
 
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Post » Mon Aug 30, 2010 9:36 am

I also read in a preview a while back that the player got a rocket launcher out and blew a hole in a wall, the size of which was calculated in real-time, and then jumped into the next building! Although this would probably be a bit system intensive for consoles, it would be cool... :)

If a feature like this is held back by consoles, Crytek can kiss my money goodbye. I'm not paying for another console port. Cool video, by the way.
I don't actually know whether features like this will be present in Crysis 2 multiplayer but i can tell you i wouldn't be surprised if they're not. You need to understand the network implications with physicalised objects in a multiplayer environment. Many items are actually calculated client-side, which means that although you kick over a barrel on everyone's screen, it's not calculated exactly the same on each machine. For some people it may roll 2m, for some it may wobble, for some it may roll 1m, etc.

You remember the turtles in Crysis MP? They were all client-side object calculations which is why the turtle appeared in different locations for different people. Whilst it's possible to change it so that these objects are calculated precisely over the network, that would increase network traffic ten-fold and it would turn into a, for lack of a better word, lag-fest. Single player physics are much easier as they only have to be calculated for one person.

Things like blowing a hole in a wall can be very simple if it's a pre-baked hole to begin with. If it's real-time physicalised destruction where every piece of rubble is calculated then to send that information over the network wouldn't be possible. But if it's a pre-baked hole, even in stages, like in BC2 for example, then sure it's possible to send that limited information over.

Hmm. That is true. So does that also mean there will be no throwing things or kicking barrels in Crysis 2 MP? Because it is true that someone may pick up a barrel on their screen, but to someone else the barrel just teleported to their hands. It looks glitchy and bad.
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Liv Staff
 
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Post » Sun Aug 29, 2010 10:46 pm

Bump.

Hmm, I'm surprised this didn't attract much attention.
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Pumpkin
 
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Post » Sun Aug 29, 2010 9:47 pm

Wouldn't it be AWESOME if the destruction physics were similar to Red Faction: Guerrilla.
Then again that is asking for a bit much isn't it?
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Ian White
 
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Post » Mon Aug 30, 2010 6:09 am

A bit too much, leave it to the dev. team.
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Gwen
 
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Post » Sun Aug 29, 2010 10:20 pm

Mee too, in the xbox demo there was mostly destruction for just the looks, but there was this one wall you could bash through to surprise some people.

Hope it's more intricate than in BFBC2 - it was good, and it worked pretty well on consoles, but it wasn't so intricate and only allowed really basic building designs to be destructible.
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Natalie Taylor
 
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Post » Mon Aug 30, 2010 7:09 am

Lets just get surprised in what's next to the current destructibility footage :)
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Amber Ably
 
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