More options to random starting positions

More options to random starting positions

Requests for features in the spring code.

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

More options to random starting positions

Post by TradeMark »

At the moment, that random starting positions isnt really so random, you can always guess where your enemy is, if you know where the starting positions are, if you are playing with just few players.

Here's whats in my mind:

1) Random which calculates as much equal space between all players, but still makes some randomness to it.

1b) You could choose using map own starting positions or not, and choose land or water (look 4th suggestion), and make the almost equal space to every player.

2) Random which would just pick any starting position not caring is your enemy behind your back or not.

3) Totally super random, which doesnt care about starting positions at all, it will put your commander anywhere, not caring is it water or land.

4) Same as above, but you could choose between land or water random positions.


What you think?

Though, that'll be a lot of coding, i might try to make some algorithms when i have time.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: More options to random starting positions

Post by KDR_11k »

You'll probably end up on a slope or the top of a mountain with sides you can't climb or other such nonsense.

I'd ather see "assigned start pos" so we can use fixed pos while making sure each team ends up on one side.
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ILMTitan
Spring Developer
Posts: 410
Joined: 13 Nov 2004, 08:35

Re: More options to random starting positions

Post by ILMTitan »

What we really need is some sort of map data telling which groupings of start positions can be allowed for each type of game. For some maps, a 1v1 makes sense for any two random positions 1-4, although for some others it's 1-3 or 1-6. That would solve some of the problems where a 1v1 is always position 1 & 2 (randomly assigned). Something similar but a little more complicated could be designed for random position team games.
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: More options to random starting positions

Post by YokoZar »

Why not just let the host pick a series of points (similar to picking start boxes) that are possible to spawn from?
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ILMTitan
Spring Developer
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Joined: 13 Nov 2004, 08:35

Re: More options to random starting positions

Post by ILMTitan »

Because if it was defined in the map itself, the host would not have to redefine which start pos to use every time he changes a map. The map would Just Work.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: More options to random starting positions

Post by zwzsg »

Mappers should just place their starting pos so it's odd vs even no matter how many.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: More options to random starting positions

Post by KDR_11k »

well, unless it's three teams.
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kiki
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Joined: 05 Nov 2007, 03:06

Re: More options to random starting positions

Post by kiki »

n = number of teams
s = number of spots
k = random arbitrary constant
t = your team number

Team t's spots are any number that satisfies 1 <= kn + t <= n. This means that for 2 teams, one team is odd, one team is even. For 3 teams, one team is 1,4,7,10, one team is 2,5,8,11, and one team is 3,6,9,12. Make sense? This should be the standard
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: More options to random starting positions

Post by YokoZar »

kiki wrote:n = number of teams
s = number of spots
k = random arbitrary constant
t = your team number

Team t's spots are any number that satisfies 1 <= kn + t <= n. This means that for 2 teams, one team is odd, one team is even. For 3 teams, one team is 1,4,7,10, one team is 2,5,8,11, and one team is 3,6,9,12. Make sense? This should be the standard
What about maps that are playable for 2 or 3 teams? Or 2, 3, or 4 teams?
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kiki
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Joined: 05 Nov 2007, 03:06

Re: More options to random starting positions

Post by kiki »

reread the post

Edit: Oops sorry, i see what you mean. I would go with the highest denominator. For example, 2, 3, or 4 would calculate for 4.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: More options to random starting positions

Post by zwzsg »

Well, if your map looks like it as triangular symmetry, then forget about making it k v k playable and make it k v k v k playable. But maps for 3 teams are rare anyway.

For 4 teams maps, well, what does 4 teams also does 2 teams. Just make sure the team 0 players and the team 2 players are on same side, opposite of team 1 and team 3.
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kiki
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Joined: 05 Nov 2007, 03:06

Re: More options to random starting positions

Post by kiki »

ofc

Glad to see u all understand
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ILMTitan
Spring Developer
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Joined: 13 Nov 2004, 08:35

Re: More options to random starting positions

Post by ILMTitan »

A triangular map is both trilaterally and bilaterally symmetrical. It can work for KvKvK and KvK.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: More options to random starting positions

Post by Neddie »

ILMTitan wrote:A triangular map is both trilaterally and bilaterally symmetrical. It can work for KvKvK and KvK.
Not necessarily... we can make asymmetric, three team maps!
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ILMTitan
Spring Developer
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Joined: 13 Nov 2004, 08:35

Re: More options to random starting positions

Post by ILMTitan »

The point is only that some bi/trilaterally symmetric maps exists and that, unless it's a 1v1/1v1v1 map, KvK/KvKvK triangular maps can't follow the given convention for both KvK and KvKvK.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: More options to random starting positions

Post by TradeMark »

it doesnt really matter does it work for every possible map...
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