Wind Power based on elevation? - Page 2

Wind Power based on elevation?

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Do you think wind generators should produce more power at higher elevations?

Poll ended at 05 Aug 2005, 21:39

Yes
21
84%
No
3
12%
TA has wind power?
1
4%
 
Total votes: 25

User avatar
Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Just make it a terraintype multiplier, let the mapper decide :/
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Neuralize wrote:Just make it a terraintype multiplier, let the mapper decide :/
Yes, but see my point. (which is my argument against that.)

Cant you see how that will end up a pain in the backside? At the very least it needs to be another map(maybe same map, different channel, like the blue one?)

aGorm
User avatar
Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

I don't think there will be a case where I will use up all 255 shades of red on a terraintype. Besides, you can set multiple multipliers per color, not just one. :P
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

It complicates gameplay too much, just ahve elevation tied to wind power, otherwise we complicate the process too much for people to be bothered building wind generators.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Yes i know Neuralize ... but i mean that say you drew out where the differnt terain types were. Say they were in stripes down the map. Suddenly you wanted a circle of high wind in teh middel, that covered all of the current terain types.... youd have to instantly double the amount of types, and carfully remember whats what, and it would be a hassel i wont want.

Just use the elevation, but say at 500 above sea level you get 100% more power (twice as good as normal)

aGorm
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I like it. Just lends further strategic value to certain areas of the map; in this case, the high ground. As long as it doesn't mean that I can't build solars in valleys or anything, just that the solar speed is multiplied as it gets higher, not reduced as it gets lower.
User avatar
Storm
Posts: 443
Joined: 12 Sep 2004, 22:23

Post by Storm »

100% is a little too steep IMO. If you keep it at about 50%, it will not be a major issue for ordinary players, but a essential part of the game for pros. The train of thought I'm trying to follow is to constantly make things only semi-important... that way, the learning curve extends and so does the game playability throughout time.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I agree, though I prefer your old avatar storm.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Ok, 50%... at 500. Of course, if a map gets realy high (if they fix the rendering of terrain over 500 above see level.) then you'd get 100% at 1000 above sea level. This will make realy hilly maps more intresting.

Or maybe (just a thought...) The max change for the max height of the map should be up to the maker? Just another value in the map file? So on alien worlds... the wind can drop to nothing at high levels (for some reson...). That would rule.

Same goes for solars, getting a bonous on height.

And maybe tidal get better with depth, but inversed, so that in the shallows they produce more energy as the tides do more here!? Hows that for a cool. And then all with the max multiplyer set in the map.

Anyone?

aGorm
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

aGorm, this should be standard across all maps, otherwise Zsinj's point of player that dont know have a disadvantage of players that do know the map beforehand as pointed out in the terrain standardisation thread. It also complicates gameplay unecessarily.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Yes, but that limets the possiblitys. Maybe the engin should have default values, but still let the map maker over write them. Please?

Also, I've had an idea that will help with the whole noobs not knowing things ill post later..

aGorm
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