I’m sure there has been discution about this before but I thought I would bring it up.
Have the developers thought about adding more dynamic changes throughout the game to Dirty Bomb maps. We already have some side objectives we can repair and destroy (like the contaminant wall) but what about walls taking damage. I’m talking about after a while of shooting or attacking a certain wall it starts to break or crumble.
This could provide interesting play as you might walk past something, then come back a minute later and suddenly there is a large whole in it. An idea fore this is on bridge e.g. If the house across the road from the EV takes a beating then the walls could start to crumble or the staircase could eventually become inaccessible (depending on where the damage is being dealt). Maybe even just breaking more windows or knocking over idle vehicles.
Just a thought for the developers and players to ponder on.
Please feel free to comment on and discuss this topic. What do you think of more destruction of the maps? What would you suggest to the developers and what changes would you make?
Thanks for reading.
Map Destruction/Dynamic Maps
I would like to have some more dynamic additions to Dirty Bomb. The whole world around you feels quite static.
What you’re asking is kind of hard to code. I mean, yeah, it would be cool to bust our way through buildings or topple a skyscraper on the sniper (boy would I love to do that), but it would cost a lot of time, effort, and resources which would be better spent on newer maps, mercs, and game types. Especially considering UE3 really isn’t built for that kind of thing.
We’re more likely to see a future SD project on UE4 or something that does this.
Dirty Worms ArmageBomb. Underground objective, first you got to flood the subway. And that’s it.
I think this game and its concept is not meant for real time destruction.
Its not Battlefield. Would probably mess up the balance on maps. … imagine that you could destroy the walls in Counter strike…it feels similar to me with Dirty Bomb.