Now this is something I’m extremely interested in
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).