Suggestion for combat as well as the landscape

Hello. I wanted to bring up a couple of techs which are possible in cryengine which could add a bit of depth as well as realism which could blend well with the game.

I dont know how much of a performance hit it would add but its potential could be really cool.

First would be Rigs of Rods. If you havent seen it here it is:

Or BeamNG:

It uses soft body physics on vehicles but imagine if the same type of thing were added to weapons, armor, catapults, wagons, ect in which you could destroy them.

For instance possible applications could be applied to:
1: Metal weaponry bending or even breaking by repeated strikes and impurity of metal during the time period (such as your sword breaking)

2: Wooden weapons being cut in two by metal weapons (wooden club vs metal cutting weapon)

3: Blocking with a shield. If you use a wooden shield a weapon could damage, cut it into pieces, or shatter or dent the shield in the case of crushing weapons.

4: Various types of armor could actually show battle damage or in the case of metalic armor show dents or break at the armor gaps or rivets and cause armor pieces to fall off.

The other would be Spin Tires with their environmental deformation and how they handle water:

The gameplay is kinda boring BUT they handle tree deformation, water, and ground deformation quite nicely.

And if it rained in game and allowed ground deformation to occur until it dies out to save performance it would be nice.

Or things like tracking npcs by foot prints in the mud, horse shoes, wagon or cart wheels showing actual use. It does not need to be as dramatic as spin tires but it would still be pretty cool.

Or especially if it could be applied to farming. In one of the videos where they showcase the farmer digging in a field with this system he could actually dig with the tool.

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Most of that is complete overkill and pretty unnecessary in the game as it currently stands.
Water deforming landscape wouldn’t be required unless the entire place was to be flooded massively, which is unlikely unless it’s part of the storyline at which point it would be easier to just hardcode the whole damned thing.
Tracking via foot/hoof -prints however would be a nice touch, and hunting by following tracks in the snow etc. too.
As for farming, it’s too much compared to what you get out of it.
Tilling the ground etc is just placing new mesh down.
If they’re going for something more like Medieval Engineers, then sure, some system to handle terrain deformation would be required for when you mine after resources etc. But as it stands most of what you’re suggesting would take a massive amount of work with little to no payoff. Sorry =)

Oops, I managed to completely overlook your suggestions on combat.

There are a few problems with your suggestions on combat however.
While having swords etc. bend and break dynamically would be way more realistic, it would be much harder to handle their damage areas, and would require a dynamic animation system too that adapts to the changing weapon.
The largest problem however is that it would likely just add more elements of frustration and little else as the player has to take the changing weapons and armour into account when striking, and it doesn’t feel as intuitive as it would in the real world.
I’m all for weapons and armours deteriorating, but I prefer the system that’s already implement.

The developers just lose too much control when things start happening dynamically since it’s not as predictable.