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Devlog #008 - Wreaking havoc

Hello Operators!

When you go weapons hot, you don't want to be exposed. In any sort of tactical firefight, cover is the key factor in most decisions a squad leader makes. Proper cover secures a position and opens up more possibilities for fire and maneuver.

There are different kinds of cover, however. Some types of cover, like shrubs, bushes or tall grass, offer nothing other than visual concealment. You can use them to approach enemies unnoticed, but when the guns start blazing you'll want to find something better. Trees, rocks, walls, vehicles and other obstacles will act as both concealment and hard cover, shielding you and your operatives from damage and also breaking the line of sight for your enemies. This will give you some breathing room to make the next decisions regarding positioning and movement.



When we approached the ballistics in Thunder Tier One, on Devlog #003, we showed that some cover is penetrable by certain projectiles. Today, we'll discuss how some cover can... well... stop being "cover". Certain objects are destructible in Thunder Tier One. That concrete slab or wooden bench you’ve been hiding behind could become a pile of rubble at any given moment, meaning it not only fails to provide any cover, but also clutters what used to be a clean route.



To assess damage, we're using Nvidia's Apex Destruction system, allowing us to explore with appropriate depth the sort of destruction mechanics we're aiming for. Part of the challenge is making it so that destructible objects and their respective debris feel and look the same for all players on a server. To do that, we have to be able to properly keep track of every destructible object and its current state, so that when players load up a game – or join a multiplayer session mid-game – these crucial objects that may or may not act as cover remain consistent for all players involved.

The blue markers indicate regular materials that provide cover.

With some portions crumbled, some areas don't offer cover or concealment. They are highlighted in red.

These aspects also need to be understood by the AI soldiers, so that they can react to any changes in their surroundings – either by identifying cover positions and possible escape routes or by assessing that a given cover offers safety no longer.
In any case – depending on the type of ammunition you are firing – there are several possible outcomes when you shoot at an enemy behind cover:

1- Your bullets will shatter against the obstacle and do nothing.
2- Your bullets will pierce the obstacle and cause damage if they hit the enemy.
3- You destroy parts of the cover, rendering it ineffective, with a chance of hitting your enemy in the process.

In any of these cases, bullets will suppress the soldier and hinder his aiming and movement. So, as a rule of thumb, it is always good to pop some rounds in that general direction when you're changing positions, hopefully into some sort of cover in a flanking position.



Given this, always remember to move between covers, provide cover fire and check your cover points for any vulnerabilities. Your lives may depend on it.



We hope you enjoyed this week's devlog. We'll be back soon with more news about Thunder Tier One. Join us on Discord for more details!

STORM OUT