For comparison ... here is what damage looks like in a large scale space structure in an existing MMO (SWTOR - Kuat Drive Yard assault) in a small instance for a few players. E.g. Timestamp 6:08.
Now, what i would expect from all the hype about SC and the amount of money they make is for the damage being dynamic, and inner/outer damage reflecting each other.
It is my understanding that the "damaged Idris" scene is from Squadron 42. The player finds a damaged Idris. So the damage (outer and inner) is scripted and predetermined. That makes it easier to show the scene in high detail and fidelity.
@MaxBacon has already given a link to the dynamic damage model of Star Citizen w.r.t. the outer damage. There are also quite a few videos on Youtube about large ship damage states in Star Citizen.
Well, if they don't want to show dynamic damage in Squadron 42, it's fine. Nothing spectacular or even new, but fine.
But if they have a nice state of the art dynamic system, why don't use it? Other games struggle to make panels come off the wall, if SC had a full dynamic system there would be no reason not to use it to really make jaws drop where you have all the processing power in the world (compared to a MMO): In single player.
Also, that video doesn't show any actual structural damage inside. It's just some effects and maybe texture changes. Not even the glass actually breaks.
The start of the video was more interesting, but you could clearly see that the ship there only broke apart at designated points. While it does make sense for a ship to break apart at small intersections between bigger parts first when you shoot those intersections, it would never split apart that neatly. Heck, some parts looked like they would be undocking.
Or take a look at (beginning around 5:40 actually, the forum apparently simply drops the second)
I don't know how current that footage is, maybe it's all changed. But you can clearly see that the part that disconnects does a) not match where the ship was shot and is b) exactly the same as on the other side.
So again, visually it does look good, but it's not really dynamic, and it does *not* much the actual damage applied, and the inside will have to be prepared beforehand, too, and will only match the outside if they take their time to mimic it, and not automatically due to an actually dynamic and flexible damage system.
Compare this to what Red Faction had 15 years ago, or what it has now. Heck, even many car racings games have a more realistic, dynamic and flexibel damage system compared to the current video footage of SC.
Maybe you don't even notice all this when you are actually playing, but objectively, it's nothing really new.
I'll wait to the day's end when the moon is high And then I'll rise with the tide with a lust for life, I'll Amass an army, and we'll harness a horde And then we'll limp across the land until we stand at the shore
I don't know how current that footage is, maybe it's all changed. But you can clearly see that the part that disconnects does a) not match where the ship was shot and is b) exactly the same as on the other side.
After the RTV this has been clarified. This was created for SQ42, so there's certainly some mission that is played inside the Idris on that stage so on that it is an hand-crafted level. So here's what clarified on that matter for the Capital Ship Damage on the PU:
[Capital ship damage was awesome; were the damages meant to be part of a dynamically damaged ship or was it static?] The stuff from yesterday is focused towards a more static approach. They won't say never, but the plan for the procedural damage is the same as they're already investigating with the Tali. They've got ~5 states; on, off, auxiliary, emergency, something else. Spawning of debris and meshes are possible, but they'd have to be clever. Wouldn't want to walk down a corridor and stuff spawns in front of you.
Comments
W.r.t the state of the art I see ... improvement.
Have fun
It is my understanding that the "damaged Idris" scene is from Squadron 42. The player finds a damaged Idris. So the damage (outer and inner) is scripted and predetermined. That makes it easier to show the scene in high detail and fidelity.
@MaxBacon has already given a link to the dynamic damage model of Star Citizen w.r.t. the outer damage. There are also quite a few videos on Youtube about large ship damage states in Star Citizen.
Have fun
But if they have a nice state of the art dynamic system, why don't use it? Other games struggle to make panels come off the wall, if SC had a full dynamic system there would be no reason not to use it to really make jaws drop where you have all the processing power in the world (compared to a MMO): In single player.
Also, that video doesn't show any actual structural damage inside. It's just some effects and maybe texture changes. Not even the glass actually breaks.
The start of the video was more interesting, but you could clearly see that the ship there only broke apart at designated points. While it does make sense for a ship to break apart at small intersections between bigger parts first when you shoot those intersections, it would never split apart that neatly. Heck, some parts looked like they would be undocking.
Or take a look at (beginning around 5:40 actually, the forum apparently simply drops the second)
I don't know how current that footage is, maybe it's all changed. But you can clearly see that the part that disconnects does a) not match where the ship was shot and is b) exactly the same as on the other side.
So again, visually it does look good, but it's not really dynamic, and it does *not* much the actual damage applied, and the inside will have to be prepared beforehand, too, and will only match the outside if they take their time to mimic it, and not automatically due to an actually dynamic and flexible damage system.
Compare this to what Red Faction had 15 years ago, or what it has now. Heck, even many car racings games have a more realistic, dynamic and flexibel damage system compared to the current video footage of SC.
Maybe you don't even notice all this when you are actually playing, but objectively, it's nothing really new.
I'll wait to the day's end when the moon is high
And then I'll rise with the tide with a lust for life, I'll
Amass an army, and we'll harness a horde
And then we'll limp across the land until we stand at the shore