Damage calculation at collision?

A distant possibility?

Currently, whenever a unit/structure declares making a shot the damage is instantly applied to the target - even if the projectile hasn't even left the barrel, yet. Unfortunately, it's a bit too obvious to ignore, so it does diminish the immersion, somewhat. I suppose it would require quite a bit of work to switch to collision-calculation, so this is really a question: is it possible and is there a chance it will be done in some forseeable future? If that system would require more from the CPU, perhaps, a switch or even a slider could be implemented (turned off <-> calc.all)?
7,534 views 1 replies
Reply #1 Top
I don't think the damage is applied before the shot leaves the barrel, but sometime after. I always found it curious that weapons in the entity files have "BACKLOADED" or "OVERTIME" for their damage characteristics (so Advent beams for example, or the Kol beams are set to OVERTIME, and normal gauss cannon shots are BACKLOADED).

I don't know if any other parameters can go in there, though.