Yo yo yo, Formations

Yo yo yo, Formations

Requests for features in the spring code.

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Good idea?

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Total votes: 10

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LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Yo yo yo, Formations

Post by LOrDo »

I think these would go really well in spring, for example, ever notice how gunships love to clump together? Thus effectivly getting destroyed by 1 LRM. And it can also be used to keep faster units going at the same speed as slower units without gaurding (which usually leaves the units trailing behind).
I think it wouldnt be to hard to implement, since we already have Simple formation globalAI and Rightclick+Drag line.
Heres some concepts Ive made, these are just suggestions though. Most of which based off of Homeworld ones.

Delta
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Directly copyed from homeworld (>_>...<_<...), all out useful formation, especially for planes.

Reverse Delta
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Thought this one up a while ago, Instead of spreading fire on targets, converging fire on one target.

Horizontal
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Its a line. Need I say more?

Arc
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This would be a great one for gunships...

Circumfrence
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This ones purpose would be for escorting a target in around it in a circle. Also, can be used for converging on one target from all angles.

Box
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Its a box. Stfu, everyone loves boxes.
PS: I think the diameters should be customizable somehow.

Custom
Make your own custom formation, Isnt that what Simple Formation AI already does? Im not sure, never got it to work.

Gimme comments. And ill submit this to mantis.
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

Well, of course it's a good idea. Who doesn't like formations? But you might want to try the build-in formation commands (among which is the line) first, and also the SimpleFormation AI (which acts as your box). Remember that you have to select the AI (with Q), and not the units, to give an order to the simple formation AI.

If you feel up to it you can try to generalize the SimpleFormation AI to include all of the formations you mentioned before.
Lord JoNil
Posts: 47
Joined: 28 Dec 2005, 03:20

Post by Lord JoNil »

We also need some way to make different units stay in formation as thay walk.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

@JoNil
I think for that a formationtether tag would be good. This would set the distance that a unit would allow it's self to stray before stoping to let the others catch up.

I wouldn't mind it because 0 = off which would be default but mod makers could set distances... so say... a scout could be ahead of the formation with the others following behind it.
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Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

I'd really like to be able to set the distance which units move to while doing a line command with Z & X, like buildings. It gets really annoying when you have to micro every single large unit into place.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Aun wrote:I'd really like to be able to set the distance which units move to while doing a line command with Z & X, like buildings. It gets really annoying when you have to micro every single large unit into place.
Either that, or if Spring could automatically check for the largest collision sphere in the group and space everything maybe two footprint units more apart from each other, that would be good.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I agree whole-heartedly with anything that would allow us to have functional formation movement for units, and keep them sorted out without colliding if possible. This would allow for several new game designs to be possible.
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

This would be a good solution for GroupAIs if GroupAIs were easier to use.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

I'd be satisfied if units would actually move in the line formation without becoming totally screwed up and running into each other causing massive traffic jams.
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mehere101
Posts: 293
Joined: 15 Mar 2006, 02:38

Post by mehere101 »

I would be happier if this was in the engine, as most group ais do dumb things with spring on my comp. besides that, group ais are there for tiny little tweaks that you don't always want on.
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