Will potential damage be considered in flow field

Discussion in 'Planetary Annihilation General Discussion' started by creton, March 23, 2013.

  1. creton

    creton New Member

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    This topic partially came up in the latest live stream, I'm wondering wither the flow field will consider the potential damage that will be taken from visible units.

    for example if the player knows that long range artillery are in an area that could cause heavy damage, will this add travel cost to the region making units less likely to travel there. Similarly when they first discover area defenses, it would cause units enroute to scater and dodge in a very cool way

    In effect the units would not only consider how fast they could get to their goal, but how damaged they would be when they got there
  2. baryon

    baryon Active Member

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    As far as I understood this would be technically possible, by simply adding cost to the fields that are in the range of a enemy weapon.
    However it might become tricky to determine which enemy weapon should be taken into account, it'd be bad if your units dodge enemies they haven't detected yet. Furthermore some of the enemy units might be in sectors that aren't considered in the flowfield, so can't be taken into account.

    Moreover this could also mean that you might need a separate flowfield for every player, which could lead to an enormous amount of flowfields. - Sorry this might be wrong, i'll read some papers. Think this is wrong since you create a flowfield for every goal you have.

    It might be cool, it'd be awesome if this could prevent your aircrafts from engaging aircrafts in areas with many enemy AA-units. But I doubt this will work out that way.
    Last edited: March 23, 2013
  3. BulletMagnet

    BulletMagnet Post Master General

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    Or you could do the opposite, and program your units to be itchin' for a fight.
  4. Culverin

    Culverin Post Master General

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    Yeah, I was thinking the exact opposite.
    Sometimes, I just want my units to kill it's assigned target ASAP.
    Sure, moving through a bog or mountainous terrain may be slower than walking around.

    But if I'm target firing down the Com, should that not take precedence over speed and ease of movement?

    Not a complaint, Just wondering how this would work.
  5. creton

    creton New Member

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    If you are target firing or have units in an aggressive stance their goal will be to attack, and they should just find the fastest easiest way to attack. Even including a damage weighting should never prevent a unit doing an assigned task, just change how they decided to get there.

    For example you are attacking a building as an aircraft and the front half is covered by a set of AA turrets, but the back half is undefended. It would make the units bunch toward the undefended side of the base so that they could attack without taking damage. If asked to attack from far away, they would even try and find a route into the base that avoids the AA all together.

    I don't think you need to calculate any additional flow fields. It would definitely have to be custom per player so they don't include what you can't see, but a goal should never be shared across different players. At very least they would never be shared across players that don't also share vision (ie if you share unit control you must also share vision).

    Although each flow field would get a fair amount more expensive to calculate, having to locate each unit you know about and map their range and damage. the only saving grace would be that you could add the damage cost and travel cost maps together and only have to integrate once.

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