Tactical Advantage to Elevation

Discussion in 'Support!' started by elstubert, June 11, 2013.

  1. elstubert

    elstubert New Member

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    I can't be sure yet because there are no green circles pre-build that show ranges on Radar and artillery but I don't think height currently impacts ranges. It would be good if when you built on a mountaintop it increased the range of the radar and weapons. This would allow for a tactical reason to take the high ground. This would be defensive in nature though if you left mountains unused it could allow for a negative impact for you. I am sure there are a lot of items like this that people could identify and it may have already been broached, but I haven't seen it in the forums.
  2. osirus9

    osirus9 Member

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    I love this idea. I really loved how everything in TA was a simulation, so things like range were increased by being on the high ground because of physics, not just an arbitrary range buff. I also loved how if you built a ground laser on a cliff it had a much easier time hitting air units, which I always loved about that game. I think this versatility (but mostly just hilarity when your big bertha accidentally hit your construction aircraft flying overhead and blew up half your base) adds a lot to a game.
  3. elstubert

    elstubert New Member

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    I agree, it was always fun when the rounds / Lasers / radar behaved like they exist in physical way. Perhaps this could also give an advantage to using the canyons. If someone were traversing them they would not provide radar returns since Radar is LOS and they would be hard pressed to be shot at by Lasers. Only very high elliptical artillery would be effective at someone in a canyon. Perhaps this would be a place to shelter from nukes as well?
  4. Ralith

    Ralith Member

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    At present it seems like you can't build anywhere that isn't the perfectly spherical base portion of the planet geometry. I'd like to see this change, and planet geometry expand to include smooth changes in height as well as sharp cliffs and mesas. Height has an interesting effect on strategy in games like Zero-K; not just improving range and LoS and in the case of cliffs providing a natural barrier, but also providing you a position that attacking units take longer to get to.
  5. veta

    veta Active Member

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    Yeah, agreed with all the posts here
  6. aworldnervelink

    aworldnervelink New Member

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    This is a huge thing for me. I've always been interested in making the terrain matter.
  7. RMJ

    RMJ Active Member

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    It would definitely add a new layer of tactics, fighing and setting base up on a mountain. might be harder for you to move out, because chokes and narrow roads. but you have a range advantage.

    I kinda wish we could make roads haha :p make units travel faster.
  8. elstubert

    elstubert New Member

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    Yeah different terrains making the vehicles travel differently! That would also be good. Have an engineer pave an area to smooth out the terrain would help you deploy faster, conversly the enemy would also have a hard time. of course this could be used to force an enemy to take a shorter "path" which would send them into your trap as well. This is interesting to me as well. How do we know if any of the Developers are looking at these posts?
  9. pureriffs

    pureriffs Member

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    Only thing is all the maps i have seen are flat,they have hills that u cant use but all the planet is flat.
  10. elstubert

    elstubert New Member

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    The Map itself is curved. this will limit line of sight for radar. A tier 1 might be 50meters tall a tier 2 might be 100 meters tall with double the los. A tier 3 might be a satellite with the coverage of half a globe?

    Hills mountains and valleys would then block the return of incoming troops and could be used to "sneak" up on an enemy
  11. RMJ

    RMJ Active Member

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    Oh yeah that would be awesome having satelite hehe, to give tier 3 coverage.

    I really like the idea that doing more than just building on the ground, sending stuff into orbit and such.

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