Weapon Ranges as Hard Limits (currently) vs probabilistic limits

Discussion in 'Planetary Annihilation General Discussion' started by mostuniqueusername, January 12, 2014.

  1. arthursalim

    arthursalim Active Member

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    i agree jeez TA must´ve been awesome, soo sad i missed it :(
  2. nanolathe

    nanolathe Post Master General

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    $5.99 from GOG.com

    You can thank me later. Go play :p
    carlorizzante and beer4blood like this.
  3. beer4blood

    beer4blood Active Member

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    Be sure to check out tauniverse.Co mto fora great mod community!!!
  4. carlorizzante

    carlorizzante Post Master General

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    It looks sooooo old! :-D
  5. nanolathe

    nanolathe Post Master General

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    It was 16 years old last October.
  6. Xagar

    Xagar Active Member

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    As far as I know wind didn't affect projectiles, it was solely for wind gens. Same with tidal, it was a simple value.
  7. nanolathe

    nanolathe Post Master General

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    It's more than we had from other games of the same era...
    And some of the more recent ones too. :p

    I'm not sure about how wind interacted with projectiles (if at all), but Godde genrally is on the ball with all things TA, so I'm inclined to believe him if he said it did. I've got other people telling me wind affected projectiles too (teamspeak) though they admit it was marginal at best.
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  8. EdWood

    EdWood Active Member

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    Well all this sounds like you wanna try out Wargame, the units have all that what you are looking for.

    That being said, I think it would be very micro heavy in a game like PA to include this.
  9. godde

    godde Well-Known Member

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    It only affected cannonballs and I only noticed it when I a created a map with extreme winds.
    Big Bertha shells would be blown all over the map with like no chance of hitting target location.
  10. beer4blood

    beer4blood Active Member

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    Please explain how this adds micro??? No user interaction is required for projectiles to follow their path.
  11. Xagar

    Xagar Active Member

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    Haha, cool. Makes sense I never noticed it; I didn't spend much time messing around with those settings.
  12. arthursalim

    arthursalim Active Member

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    YEEEY definely will look into that."look soo old" true story any astetic update mod?
  13. thetrophysystem

    thetrophysystem Post Master General

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    Would require possibly an unnecessary amount of work on a small dev team to implement.

    However, sounds fun to me anyway. Should be a mod after game release. I wouldn't mind a type where laser towers can fire past their range but at 10% damage (possibly due to accuracy) and a gradient being used for range (how dense the transparency of the gradient at that point showing how much damage at that range is done).

    The idea is great. Saying the game is silly without it is the fallacy. I love the idea and am not sure I want it in the game vanilla and would hate for the devs to spend time on it as a risky idea.
    http://www.tauniverse.com/
    Possibly?
  14. beer4blood

    beer4blood Active Member

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    Trophy I jacked the thread its about just projectiles finishing their trajectory now. I admit op has a decent idea but it seems overly complicated......
  15. EdWood

    EdWood Active Member

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    If the units don't have a clearly defined range, the closer they are the better they perform... of course that would mean you would need to micro more, to get the best performance out of your units... you would not just let them stand there shooting but hardly hitting something... so you would be watching your units a lot more than before...
  16. EdWood

    EdWood Active Member

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    When you play a game like Wargame that has this implemented, you will see how much more micro it is...
  17. beer4blood

    beer4blood Active Member

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    I never said anything about undefined ranges. Range would still be there and units would only engage at that range. My point is if a unit fires at something whether its at the edge of engagement or the middle, doesn't matter, and the projectile misses from one of two stated reasons, it would continue past where its target was. Obviously any unit will always be more accurate from two feet than twenty as there is more time for the target to die or dodge from orders before impact.

    My point is beyond engagement range the projectile continues and slowly loses impact momentum or quickly doesn't matter. I'm not suggesting force fire either like TA. Just that the rounds continue. This is assuming that units aim center of mass, if all units aim for big toes then well the rounds will stop at the target area anyways. But aiming for feet is just silly
  18. thetrophysystem

    thetrophysystem Post Master General

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    Really, that would create player micro trying to make things intentionally miss for the sake of hitting something farther away.

    Either way, the units should be programmed to automatically get as close as they can for 100% weapon effectiveness if given an attack order so that wouldn't be too much micro. Then the units should even be ordered if it is their speed ability to do so, to flank and kite around the edge of that minimum effective range, firing not far enough for damage to drop, but not walking any closer so they can instead move sideways and also be ready to leave.

    Really, it would be better if the devs worked on making units automatically walk sideways along their effective range and line up right inside of it so they can maximize their damage and their escape distance, instead of other things like damage falloff.
  19. beer4blood

    beer4blood Active Member

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    If you actually took the time to try and make your units miss you'd be a fool. Like I said I wasn't suggesting the TA force fire. If you force fire at the ground the unit should shoot that spot on the ground. What part of my concept are you guys not getting or I'm not explaining well enough?? There should be no possible way to actually extend your range, as said before this would be collateral damage not a cheese TA force fire. Merely removing the magic disappearing rounds instead.

    Automating units to that level you suggest I don't like. Players should be giving move orders in combat. If your click attack though I do believe they barely enter engagement range then stop and open fire
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  20. mostuniqueusername

    mostuniqueusername Member

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    Seriously... It's not like you can move things around to counter the randomness and make weapons more accurate. If you could, it wouldn't be very random.

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