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Originally Posted by SpartaCraft View Post
- Is there currently a plan to try to make DMs and fracs as consistent as possible? Currently, it seems that a DM can happen even if a joint is just tapped.brushed at the right angle while the same joint won't break if the speed is so great that the object hitting it clips into it. Are you saying this will potentially be fixed in this new engine?

- Assuming one of the main goals is to fix the issue of objects ghosting through eachother between frames, will the new engine have a separate gamespeed controller independent of frames? (I'd love this, since it would allow for higher FPS without the game constantly switching between fast/slow-motion like it currently does if you have too-high FPS.)

- My last question for now; will we get variable joint strength? The main issue with "lifting" or maneuvers of the sort are that the elbows, shoulders and wrists of the Tori are disproportionately strong compared to the rest of the joints. In my opinion, the game would be much more interesting if you had to account for the strength of each joint when plotting a maneuver. Wrists, elbows and shoulders need to be weaker while the legs (excluding the ankles) and chest need to be stronger.

It would also be essential that Tori's weigh more in the new physics system, since currently (with supposedly Earth's gravity) Tori's can sort of just float around as though they only weigh about 15 pounds. I don't think that increasing gravity solves this without the addition of variable joint strength/mass.

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These are the sorts of changes that would make me come back to the game and play it competitively. The less randomness (outside of modding), the better.

Yes, the DM system will have more options and won't just be based on impact speed.

Replay system is FPS independent.

Joint strength will be something for mods to play with.