Amphib-oriented maps?
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- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Actually, I really appreciate this discussion. I have said for a really long time now that hovers and anphib units have issues. Seems that now someone is willing to listen.
As such is the case. My next map will be made with amphib and hovers in mind.
As far as the swampy and unit speeds and such, it doesn't work. Because the hovers suck ass, so no one ever builds them, so I scrapped the idea.
As such is the case. My next map will be made with amphib and hovers in mind.
As far as the swampy and unit speeds and such, it doesn't work. Because the hovers suck ass, so no one ever builds them, so I scrapped the idea.
Yeah, it's sort of like, an army of hovers and an army of tanks meet in a swamp...Egarwaen wrote:They really suck that badly that they're not worth building even when there's an obvious mobility advantage?Forboding Angel wrote:As far as the swampy and unit speeds and such, it doesn't work. Because the hovers suck ass, so no one ever builds them, so I scrapped the idea.
The hovers are all like "Micro! Micro micro! Micro around you with my superior mobility!"
And the tanks are like "Micro? Micro micro TANK SHELL TO THE FACE!"
The hover mobility advantage is just not large enough to justify the much worse cost/damadge ratios.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
not to mention their absolutely horrible los range.Erom wrote:Yeah, it's sort of like, an army of hovers and an army of tanks meet in a swamp...Egarwaen wrote:They really suck that badly that they're not worth building even when there's an obvious mobility advantage?Forboding Angel wrote:As far as the swampy and unit speeds and such, it doesn't work. Because the hovers suck ass, so no one ever builds them, so I scrapped the idea.
The hovers are all like "Micro! Micro micro! Micro around you with my superior mobility!"
And the tanks are like "Micro? Micro micro TANK SHELL TO THE FACE!"
The hover mobility advantage is just not large enough to justify the much worse cost/damadge ratios.
Why must hovers be lv 1.5? Why not 2? they have the be built by a constructor... Climbing up a tech tree to get 1.5 when I could have lv2? Screw that.
I think Noize is talking about xta hovers.Forboding Angel wrote:not to mention their absolutely horrible los range.
Why must hovers be lv 1.5? Why not 2? they have the be built by a constructor... Climbing up a tech tree to get 1.5 when I could have lv2? Screw that.
Scout hovers are powerfull.
Almost all hover units > than lvl1 units, but not lvl2, except wombat (lrm).
Not to mention the hover const, fast builder, but only lvl1 + water stuff.
Its a risky step, the hover lab is cheaper than lvl2 labs:
1800 hover vs 2450 lvl2.
You get stronger units, the lrm.... but you wont get level 2 (mohos etc) buildings.
e: hovers are "erasing" trees they walk over, no fall animation!
See when a hover go's over a tree, the tree is oblivionized by the anit-matter grav flux as its pulled into the graviton waonton barito feild!
Also I was really bummed that hovers can't go over lava. I wanted to smash somone in the side in Lava highgrounds, and as such I was irritated that that time I had wasted building a hover was...well...wasted.
Also I was really bummed that hovers can't go over lava. I wanted to smash somone in the side in Lava highgrounds, and as such I was irritated that that time I had wasted building a hover was...well...wasted.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
It's realistic and intuitive to have hovers not having very high slope traversal capability... after all they have no traction except propellers pushing the air.
I really wish mappers would not think about water areas being steep-walled bottomless pits, but rather that water fills some lower areas of the map.
And not solve it by having a couple of "beaches" custom-made for hovers and amphi stuff to go to/from water.
I really wish mappers would not think about water areas being steep-walled bottomless pits, but rather that water fills some lower areas of the map.
And not solve it by having a couple of "beaches" custom-made for hovers and amphi stuff to go to/from water.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
the problem is, that if you have a map where the height is really high, your ramp has to be retardedly long to accomodate them.bamb wrote:It's realistic and intuitive to have hovers not having very high slope traversal capability... after all they have no traction except propellers pushing the air.
I really wish mappers would not think about water areas being steep-walled bottomless pits, but rather that water fills some lower areas of the map.
And not solve it by having a couple of "beaches" custom-made for hovers and amphi stuff to go to/from water.
An interesting thing I've noticed is that the larger your map is, the higher heights you can get away with.