Original Post
So my idea came up while I've been trying to think of a solution to what I see as a problem. And that is bullet physics and player hitbox detection being too expensive as far as sending and receiving network data in large scale multiplayer shooters. I'm assuming its at least one of the issues when you have large fire fights between 60+ players. All Points Bulletin tried to avoid this by having no headshots with only 1 hitbox.
Or am I dreaming and hit collisions aren't that network intensive to do?
(Changing gears, now thinking of an FPSRPG with aiming and some calculated damage from stats)
Anyway, so the idea is pretty simple and that is to instead do a calculation based on the relational player height. So lets say you are on a rooftop above this guy and shoot down on him. You are going to be scoring the maximum critical or bonus damage you can do on him (just as if you were aim and getting a headshot. If the positions were reversed you would be shooting up at him and be doing less than normal damage as well as have the lowest chance to get critical hits. Also you would have a chance to deal a crippling shot and cause him to move slowly. If you are both a roughly the same elevation you have equal chances to do the same randomly calculated (~15% head shot crits)
Does this work or sound good at all? I want to get roughly the same effect of having different locational damage effects (head,body,legs) in a FPSRPG but still be playable like a shooter except on a large scale.
Or am I dreaming and hit collisions aren't that network intensive to do?
(Changing gears, now thinking of an FPSRPG with aiming and some calculated damage from stats)
Anyway, so the idea is pretty simple and that is to instead do a calculation based on the relational player height. So lets say you are on a rooftop above this guy and shoot down on him. You are going to be scoring the maximum critical or bonus damage you can do on him (just as if you were aim and getting a headshot. If the positions were reversed you would be shooting up at him and be doing less than normal damage as well as have the lowest chance to get critical hits. Also you would have a chance to deal a crippling shot and cause him to move slowly. If you are both a roughly the same elevation you have equal chances to do the same randomly calculated (~15% head shot crits)
Does this work or sound good at all? I want to get roughly the same effect of having different locational damage effects (head,body,legs) in a FPSRPG but still be playable like a shooter except on a large scale.