Digging Ok so It would be great if you could just take a shovel or jackhammer, anything that digs and start digging a hole. Like you can make underground bases, or even a trench if you were rp’ing a ww1 battle or something.
AIRCRAFT PHYSICS As for this I say we have wind, and the planes can shake, burn up, structural failures, and that you can open the cockpit door into a jet or plane.
ENVIRONMENTAL PHYSICS We can have like wind, trees blowing in the wind, Can have even more crazy storms like lightning strikes.
BIRDS Wondering why its here, well have you noticed the only birds are chickens turkeys and stuff, then how about we get like vultures eagles and you can shoot them out the air and get food, and they can land on the ground and fly back up or, try and dive bomb you and attack you.
Digging- There are a lot of issues surrounding freeform digging. People are plenty likely to just dig under towns and cities so that there is no ground except roads and buildings, or just make random holes and trenches all over the map making it look more like a WWI game than a zombie one. Plus, the ground likely would have to be voxel-based or some similar method to allow “digging”, and I believe it currently is only a normal Heightmap like 3.0 was.
Aircraft Physics- Wind and shaking? Sure. Structural damage? I mean, I guess that would be sort of a neat, but only if it was simplified enough to not be overly complicated. And by opening the cockpit door do you mean that just when people are entering/exiting like normal? Because that’s likely to be added just like it is with ground vehicles.
I would like being able to dig, it would open up many options for where to build bases. For example it would be super cool having an underground base where you need to crawl into the sewers under a city and find the door to get to the base.
Both could, but the problem is that helicopters and most civillian aricraft are not capable of attaining the needed altitute. Also I am pretty sure reaching those speeds would severly compromise the structural integrity of those aircraft.
The main thing I would like to see is better Aircraft and Vehicle physics, especially aircraft. It would be cool to have proper dogfights as well as to drive vehicles in a more realistic manner; the thing that pisses me off most is when you find a fast car in Unturned I but you can’t drive it because when you go above 40kmph the car starts to lag.
In terms of aircraft physics (and vehicles physics) you should have more destructible components, such as the wing.
Oh right, that’s what you mean. I don’t think we need to go that complex, but better aircraft physics to do with flying, landing, etc is definitely needed. The priority shouldn’t be dogfights, it should be air vs ground. But dogfights would be great.
I think that would be way too OP. I mean the Rust mechanic of burying satchels underground is borderline OP, but it is not too bad since the satchels automatically un-dig themselves if anyone clicks or walks near them.
Burying stuff underground to hide it would be flat out OP.
I dont think this would be op at all , you would most likely be burying a box with very limited storage keep in mind that in rust you can have like 20 light machine guns at once while in unturned you cant fit that many even with best gear so in a box you cant fit something like a minigun , maybe bearly an assault rifle so it would be nerfed a lot by the storage system
This idea should be limited to just throwing stuff into bushes and whatnot. Burying underground is too OP, unless they add a mechanic where you can see large piles of dirt on top of it
Hence why I firmly believe this sort of digging physics shouldn’t be added. It would be too OP. I would support another system tho where you can dig soil in order to flatten out an area or something so you can build more easily inside of it.
I really wish 4.0 was not based on Heightmap and was infact based on Voxels. EVEN if Nelson himself doesn’t deploy digging mechanics or anything alike it, it would pave the way for gamemodes, plugin, and mod creators to use it in tactical ways. Ontop of this, it would (in my mind, not a game dev or coder) make underground patches of land easier to render and have.
In 3.0 making underground areas like tunnels, cave systems, or railways takes a LOT of resources, and you are limited to only a certain amount of them in your map because of this. With voxels, you wouldn’t have this problem at all, or it wouldn’t be much of a problem.
I think randomized wind would be good. Wind mechanics could be accompanied by regions, areas, and (in general) biomes of the map, so that higher portions or crazier portions in the map will have more wind, such as a high slope with lots of snow, versus a plains with gentle breeze.
Maybe thats getting a fair bit too deep into it. Why would they “shake”. What is plane “shaking” like? What impact does it have on the flight? What impact does it have on the pilot perspective? I’m not familiar with planes too much.
I think this would really only happen if you were, quite literally, coming out of orbit into orbit going way too fast. I think U4 isn’t going to be so big that it has space, and the only reasonable way I would see this being implemented is if theres like Mach-5 jets added to the game, at which what would trigger it to burn up? If going to fast makes it burn, why even add the ability to go that fast to begin with? Again, I’m not an aviation expert.
I agree that vehicles should be more split up into different regions and parts. Wings of the plane, hull, etc.
Question is, why would you open it? I think maybe if theres an animation for entering the vehicle, it should do such a thing, but otherwise why open it mid-flight or while on the ground?
The ONLY objection I have to voxel-map based games is that they look ugly. Its extremely hard to make a texture look good when it has to blend with other textures, or go down weird slopes. I praise the game 7D2D for their take on Digging, because its very good mechanically, just not visually. Maybe because its an old game, maybe because thats just a classic flaw in the idea itself. (or maybe its because I was running at low spec).
Speaking of 7D2D, I also praise its Experience system. go check it out. lowkey advert.
I mean thats already in 3.0. If its in 3, and its good, you can expect it to be in 4.
pretty much a given. I think Nelson should have learned by now that he really needs to improve the weather system to be cool and diverse, not “clear, rain, blizzard” with simple things like cool rain visuals or “haha ur cold in blizzard”.
YES.
THIS IS WHY I CAME HERE. THE BREAD AND BUTTER.
YOU CAN HEAR BIRDS, BUT WHERE ARE THEY?
I DONT EVEN CARE IF NELLY ADDS BIRDS JUST AS VISUALS, IT WOULD MAKE TOTAL SENSE AND IT WOULD IMMERSE YOU MORE INTO THE GAME. It would also make sniping more difficult, or observing in general a bit more difficult, since most people are just looking for subtle movement, birds would sometimes move around and that would interfere with this style of observation.
Bird hunting would also be really fucking cool, but IMO if he added bird hunting, that would take away from the visuals and aesthetics. Instead of seeing birds all around the place like you should, there would only be one or two for balancing reasons.
Overall, every forumer can agree these changes would be good, its all about how Nelson would implement them, the time and dedication required to do such things. I think Nelson is already making mistakes that may be irreversible, such as using height-maps (unless he could easily change this, I’m not sure).
Voxels have a large resource overhead (they take up much more memory), but they are easier to render and transform. It’s also good for procedural generation.
I wouldn’t use them for the landscape environment unless a game’s primary gameplay loop includes manipulating the world.
I believe Nelson has called the whole method of handling hole volumes a bit jank. U3’s caves are wonky because the game was never designed for it.