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Joined 10 months ago
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Cake day: December 20th, 2023

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  • As pointed out already, acceleration here is massive, as collision takes split seconds.

    A more useful formula is: F=m*∆V^2 /2, where F is the force, m is mass, ∆V is speed difference (essentially your entire speed if you’re gonna hit the wall, and that’s very likely).

    Notice that speed in this formula is squared, so doubling the speed results in four times the impact.

    22% higher speed leads to 50% higher impact.

    41% higher speed doubles the impact energy.

    Etc. etc.

    Also, mass of your car, even though it’s not squared, impacts the result greatly. Twice as heavy car will exert twice the energy at the same speed.














  • Yeah, Mercy was one of my inspirations.

    I feel like one of the reasons FPS scene is like that is exactly because players have no choices left but to pick up a gun and shoot enemies. Without that, you are useless in any classical FPS composition, regardless of the role, which alienates players that want to see other types of gameplay.

    Simply put, if you are not a “killer” in an FPS game, you have nothing to do there, and that’s why only those players remain. Something has to be changed inside the genre.