Difference between revisions of "Talk:Gameplay Proposals/Advanced Base Building"

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(Implementation details on walls in bases)
 
(No difference)

Latest revision as of 15:08, 29 September 2007

What about just let the user place the entrances to neighboring buildings and place walls where there are no entrances. This would not need much changes but would also allow to structure the base to be defended more easily. Of course all buildings would still need to be reachable.

  • This is not easy to do. The nature of the maps is such that this isn't a practical way of doing things. And even with basic functionality, it would be a lot of work to make all the different map tiles. --BTAxis 15:12, 28 September 2007 (CEST)
    • I have to admit that I have only limmited clue about the engine, but I would suggest to just add 3 spaces between the existing buildings and either place an wall or an tunnel element between them. So 5 new elements would be needed: Wall h/v, Tunnel h/v, 3x3 Square. As the engine should already support placing map pieces it should be quite easy to implement - or at least much easier that the suggestion on the main page. Although the result is not as beautiful as a hand planned base, one could argue that the base buildings are planned for further extention and for adding connections between building when needed. --Ffesti 16:08, 29 September 2007 (CEST)

Additionally there could be "blast doors" that are shut and sealed in case of an attack. Soldiers in sealed areas cannot leave and don't need to be killed by the attackers to win the base. There could also be lighter doors that are operated from the command center, but can be breached by the invaders (may be using an yet to introduce weapon/explosive). Of course alien bases would protect themselves in a similar way.

  • Again, this is not easy. I experimented with blast doors in the shelter map, and I ran into all sorts of problems. The most notable problem is pathfinding. It can only find a route over a fairly short distance (some 30 spaces, I believe). That means the game can't know which areas are sealed and which aren't. I have proposed a macro pathfinding algorithm that can find paths over large distances, but that wouldn't really be useful for this. --BTAxis 15:12, 28 September 2007 (CEST)