Those of you who've made sprites, know what the jitter option is (at least with GIMP anyway).
Jitter causes the pixels to be randomly spread about.
I think that there should be a parameter for explosion jitter. This would apply to the ExplosiveDamage type.
I feel like this would make certain explosions a little more realistic, as real life explosions aren't typically going to damage things in a set circle around them. I also think I'm not the greatest at ideas.
Explosion Jitter
That would be too laggy. And most explosions including mods aren't big enough to make detailed differences worth. As is the way explosions are calculated already distribute damage reasonably good enough. There was some minor discrepancy in the past but that should have been fixed. So yeah, it's more consistent, making it easier for competitive builds to be verified.
So this is more fancy than really needed. If you want to test and see it for yourself use Abh's demolition bomb.
Gray It's an interesting idea, but that's not actually how explosions work in Cosmoteer. Instead of distributing a bunch of dots like you have in your image, it's much closer to sending a whole bunch of small lines out from the center of the explosion (that way large explosions can be stopped by armor instead of passing right through it). I something close to your idea could be easy though; adding something like perlin noise to distance/damage (with proper parameters) could create inconsistent explosions like what you're looking for
This wouldn't be terribly difficult to add as a new explosion type (in addition to the existing Explosive
and Area
types), but it's not really compatible with either of those existing types.
I would want to hear what it could actually be used for though, that the existing types don't work for.
The only reason I used this fragmentation explosion is for having it do damage to close by ships. The randomness is purely visual for not looking like a single line bounded wave; as well as modelling different sized junks traveling at different velocities and impulses. It's only good for very large explosions.