Weather and clouds

Discussion in 'Planetary Annihilation General Discussion' started by bengeocth, September 2, 2014.

  1. tatsujb

    tatsujb Post Master General

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    that has like virtually NO importance in the game as is.

    (I'll admit I wish it DID, but that's for a different thread....)

    what matters to you terrain height? or pathabillity? (both are a non-issue as it stands.)
  2. squishypon3

    squishypon3 Post Master General

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    I play custom made maps, all the brushes matter to me. Large mountains, small passageways, etc...

    Not sure what you're complaining about, a random number generator will probably never get the desired effect of a well made, hand made, map.
  3. exterminans

    exterminans Post Master General

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    You bet it does! At least if the generator procedure isn't just random numbers, but follows a proper top-down approach to create the map from (randomly generated) semantic data rather than hoping for semantics to appear in the chaos.
    tatsujb likes this.
  4. squishypon3

    squishypon3 Post Master General

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    You can end up with maps that contain choke points and stuff, and of course they can be symmetrical... But I'm sorry there's just no way a map will always be there with procedural generation, it'll always contain some little issue and bug, because nobody is there to make sure issues don't arise.

    If you are to make an absolutely perfect procedural generator then hands off to you, but I just don't see it happening- at least not with a LOT of work and without turning up lackluster results (very similar maps being generated)

    Just use custom maps, they're so much better and really aren't hard to make.. they can take like 5 minutes to make a perfect map if you felt like it.
  5. tatsujb

    tatsujb Post Master General

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    theoretically that is false. I'm guessing you're talking about the real life application of this in PA and even then you have no proof that UBER won't one day find the perfect generation algorithm.
  6. squishypon3

    squishypon3 Post Master General

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    No I just don't see it happening, talk to any top tier players here in PA and you'll see I'm not alone, a perfect generation algorithm will most certainly not happen any time soon at least.
  7. tatsujb

    tatsujb Post Master General

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    well now that's outta the way, back to our sheep :
    they don't....

    now THAT is something you can ask top tier players.

    no point in navigating them (and no saving units from bad pathfinding doesn't get to factor as an argument here that's just another bug that hopefully will be crushed).

    you can just let pathfinding do it's work.

    no.

    The only thing that currently factors in your decision to change your unit's course is enemy units, .......for which you also have icons.
  8. squishypon3

    squishypon3 Post Master General

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    They dont Matter?... OKAY sure, choke points mean nothing and hold absolutely NO strategic value.

    Kthxbye tatsu the all knowing.
  9. exterminans

    exterminans Post Master General

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    He's somewhat right. Chokepoints barely matter at all when you evaluate them individually. They only get a meaning when you have a choice between multiple passages with varying characteristics, such as wide vs. narrow corridors. That however hasn't that much effect in PA either, since units lining up in narrow passages aren't limited in their damage potential, thanks to units being able to shoot through allies.

    Only detours have some effect in PA, but not that much either since fast "raiding" units such as the Dox care little about such detours, and when in doubt you can just place a teleporter via flying fabber to bypass that detour entirely.

    In the end, flow capacity is the only thing you can somewhat limit in PA with the use of chokepoints, and that's only of use if you plan to turtle on a chokepoint while praying that your enemy doesn't outsmart you by the use of flying units.

    Plus, most players I have seen favor to build their own funnels from walls, rather than using terrain. Why? Because you can shoot through your own walls, so that actually gains you *some* asymmetrical advantage.

    There's only one scenario I'm aware of where the CSG actually matters, and that's when you construct huge parallel lanes where units are limited to either side and can't just switch over. E.g. the trenches on metal planets, where you can have action on both sides of the obstacle, and you would need to move your forces quickly from one side to another and back.
    tatsujb likes this.
  10. squishypon3

    squishypon3 Post Master General

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    I actually think walls arent going to be phasable by your own units in the future, or was that the idea behind the whole shield wall?

    Anyway I can sort of agree, but at the same time.. Not.

    There are many ways to make strategy form with choke points, putting metal points inside of small areas or on top of one of those little metal planet bridges.

    At the moment generation can't really capture that, but hand made maps really do for me.

    One of the best PA maps I've seen was a map where there are two main islands and a path between the two, as well as two smaller islands above it. The path between also had a bit of CSG splitting it in half meaning it broke into two paths.

    I don't know it just seemed amazingly fun, and felt classic.
  11. exterminans

    exterminans Post Master General

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    The idea behind the shield wall was to illustrate that projectiles can phase through allied walls. So building a funnel from walls with towers behind is always superior to trying to use a natural chokepoint. (Or the inverse funnel, which is much easier to build as it doesn't require natural end points, as they are most vulnerable to snipes.)

    That's exactly what I meant with parallel lanes. It was not the path being so narrow (that only helps with giving naval fire support to one side), but units being incapable to switch lanes once committed to one lane.
  12. tatsujb

    tatsujb Post Master General

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    dude that's not what I said. you're making it sound like I said "remove them"

    they make cover and all that I'm not conntesting it,

    what I'm saying is it doesn't currenty interact whith your choices of "where do I send my units?" and yes it's a damn shame, yes BOTH TA and SC/FA did this whereas PA doesn't.

    but that's the way it stands.

    And if it stays that way (you yourself were saying you don't believe it'll change) then your argument pertaining to not being able to see the terrain is null and void.
  13. squishypon3

    squishypon3 Post Master General

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    I disagree, there can be wide paths, thin paths, curvy paths (curvy paths are especially on lava planets).

    Random obstructions like a large rock in the center of the map, there can be bridges above the land, you can make a map where everyone's boxed in...

    So many possibilities.
  14. tatsujb

    tatsujb Post Master General

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    id you try to make them factor in?
  15. squishypon3

    squishypon3 Post Master General

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    Sorry can you restate that? =o
  16. zihuatanejo

    zihuatanejo Well-Known Member

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    You know a topic is irrelevant when the original thread gets derailed :p
    Bsport likes this.
  17. tatsujb

    tatsujb Post Master General

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    pfff!!

    my merge planet and orbital view thread got derailed too. and now who's laughing?
  18. Bsport

    Bsport Well-Known Member

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    dude, with your sheer post volume, it was nothing but probability/time till you lucked out. :p

    but on topic i could think of no better waste of dev time than weather and clouds....humm maybe scarves for commanders?
  19. zihuatanejo

    zihuatanejo Well-Known Member

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    Scarves for PA could be the new hats for TF2 :p
  20. Bsport

    Bsport Well-Known Member

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    please support my vision for the future of pa https://forums.uberent.com/threads/when-will-this-be-in-game.68241/
    zihuatanejo and crizmess like this.

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