height dependant range - Page 2

height dependant range

Requests for features in the spring code.

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KDR_11k
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Post by KDR_11k »

What's unclear about that? They just don't want to give you a 1:1 range bonus for height.

BTW, this means the range is cone shaped, no sphere top.

I think this is a bad code solution, however. This should be up to modders.
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

So you are stating for a fact that code wise the the range is a giant cone.. coming at a point... SHIT thats bad, real bad, a sphere would be less screwy, even a cylinder would not be bad, this means that not only are units up high getting massive increase in range (unrealistically so) but units going up get a massive gimp in range (also unrealistically so).. DAMN it

people height does not magically incur a +2 bonus to range when you occupy it in real life, the reason you can shoot farther from a hill has to do with the whole takes longer for my shot to fall down stuff.. generally height confers a whole I can see forever, you have to walk up hill effect.. modern warfare has severely reduced the effectiveness of height beyond modifying where things can traverse and where AA should be placed..
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Lindir The Green
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Post by Lindir The Green »

But in spring iirc units going up hills are not slowed down any more than units going down hills, which would make hills unrealistically less valuable than in real life.

The unrealistic range boost helps even it out, and adds strategic depth to placing and moving units.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

Lindir The Green wrote:But in spring iirc units going up hills are not slowed down any more than units going down hills, which would make hills unrealistically less valuable than in real life.

The unrealistic range boost helps even it out, and adds strategic depth to placing and moving units.
Units can slide down hills in SVN
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yuritch
Spring 1944 Developer
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Post by yuritch »

That code is not an actual range boost, it merely determines when the unit thinks it can fire at the target. The projectile can still exceed its max range on the way to target and not reach it (which is what happened in my plane example above). The range is still a sphere, but sometimes units will fire at things that are out of it.
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KDR_11k
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Post by KDR_11k »

Depends on the weapon type. E.g. the beamweapons and beamlasers can shoot about 20% further than their targeting range, for a cannon it depends on the speed and for missiles on the timer, dguns can fly as far as they want.

I think I'm talking for everyone here by saying "make heightModifier an FBI tag".
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LathanStanley
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Post by LathanStanley »

KDR_11k wrote:dguns can fly as far as they want.
no shit? Image


/me wonders when the Lua script to infinity kill anything with the comm, arrives.. :roll:
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KDR_11k
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Post by KDR_11k »

If they have noexplode they don't (they disappear at the range limit) but by itself the DISINTEGRATOR weapon doesn't have any range limiting mechanism.
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