Arbitrary Maximum Range: Difference between revisions

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** The fact that Covenant ships have to maintain a magnetic field for their plasma torpedoes means that, if they happen to be destroyed while the torps are on their way, the torpedoes will lose their magnetic bottles, continue moving in a straight line (i.e. no guidance), and rapidly bloom. This is actually done in the novel ''Halo: First Strike''.
** The fact that Covenant ships have to maintain a magnetic field for their plasma torpedoes means that, if they happen to be destroyed while the torps are on their way, the torpedoes will lose their magnetic bottles, continue moving in a straight line (i.e. no guidance), and rapidly bloom. This is actually done in the novel ''Halo: First Strike''.
* Used in ''[[World of Warcraft]]'', where there is a limit on how far away an opponent can be to fire a spell at them. However, the spell doesn't care if they stay within that range after it's been cast, though if they run away for too long they'll take the damage before the spell graphic actually hits them. With a fast flying mount it's possible to travel faster than the projectile. This means someone can aggravate a gargoyle in Icecrown Citadel into shooting at them, run away from it, double back and get fired at again as many times as desired, fly off, land in the Howling Fjord, and finally get hit by a barrage of "40 yard range" spells that just followed them across the entire continent. Admittedly, they won't hurt.
* Used in ''[[World of Warcraft]]'', where there is a limit on how far away an opponent can be to fire a spell at them. However, the spell doesn't care if they stay within that range after it's been cast, though if they run away for too long they'll take the damage before the spell graphic actually hits them. With a fast flying mount it's possible to travel faster than the projectile. This means someone can aggravate a gargoyle in Icecrown Citadel into shooting at them, run away from it, double back and get fired at again as many times as desired, fly off, land in the Howling Fjord, and finally get hit by a barrage of "40 yard range" spells that just followed them across the entire continent. Admittedly, they won't hurt.
** Something similar occurs in ''[[City of Heroes]]'', hence the [[Homing Boulder]] trope. You have to be close enough to aim, but if you can out run the animation it will chase you until it hits.
** Something similar occurs in ''[[City of Heroes]]'', hence the [[Homing Boulders]] trope. You have to be close enough to aim, but if you can out run the animation it will chase you until it hits.
* ''[[Portal 2]]'' subverts this at the end. As long as it hits a conductive surface, a portal is opening somewhere. Portal shots also travel at the speed of light. The combination of these things allows for some brilliant [[Foreshadowing]].
* ''[[Portal 2]]'' subverts this at the end. As long as it hits a conductive surface, a portal is opening somewhere. Portal shots also travel at the speed of light. The combination of these things allows for some brilliant [[Foreshadowing]].
* ''[[Mechwarrior]]'' really can't seem to decide what side of this trope to be on at times. ''Mechwarrior 2'' had weapons with listed maximum ranges that seemed to get an unusual amount of distance beyond that (most notable for PPC shots and Gauss rifle slugs, but would occasionally be invoked by missiles too). At almost all other times, though, beams, projectiles, and missiles simply despawn at their maximum range. This can be problematic given the series' notoriously wonky hit detection and damage calculation at times.
* ''[[Mechwarrior]]'' really can't seem to decide what side of this trope to be on at times. ''Mechwarrior 2'' had weapons with listed maximum ranges that seemed to get an unusual amount of distance beyond that (most notable for PPC shots and Gauss rifle slugs, but would occasionally be invoked by missiles too). At almost all other times, though, beams, projectiles, and missiles simply despawn at their maximum range. This can be problematic given the series' notoriously wonky hit detection and damage calculation at times.