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Realistic gravity is not the point, though it is a possibility.
I don't think you guys get it. This isn't for realism. This is so you can make more custom maps. You could make a map of circular "planets", or a giant circle where everyone is pulled away from the center. Or one big planet with a series of tunnels. You could have a ctf map where each base is a point of gravity, so you have go up, up, up and then fall doooown to get to the other base.Realistic gravity is not the point, though it is a possibility.Also, like I said, you could have gravity get stronger and stronger as you pull away from a mass, so staying down low would make you light, but flying too high would make you fall back down.The possibilities are what make variable gravity so awesome.As for the climbers, this would open up so many possibilities. You could have "classic" maps with a simple constant downward force, or you could have a map with more advanced climbing, where you had to slingshot around masses, and avoid black holes.This doesn't mean that all previous maps "go down the trashcan", it means that new maps can allow for more radical gameplay. Like putting a turret in empty space, but the turret has very high gravity. So people would fight for control over it. Trust me, I wouldn't be defending this idea so fiercely unless I really believed that Soldat could be tonnes more fun with it.
where you had to slingshot around masses, and avoid black holes.
Ive always wanted to experiment with the Gravity in Soldat, so there is a chance this may one day appear in Soldat, but certainly wont be anytime too soon. [spoiler]The next version will, however, have SOME customization regarding Gravity.[/spoiler]
[spoiler]The next version will, however, have SOME customization regarding Gravity.[/spoiler]