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Posted: 11 Oct 2007, 17:50
by rattle
Because most unit's weapon ranges would exceed the map size?

Posted: 11 Oct 2007, 18:42
by Zpock
You can't just throw in "realistic weapons" into an RTS and expect good results.

Posted: 11 Oct 2007, 22:09
by KDR_11k
Yep, that's why I did it. Though I guess for full proof of concept effect I should not have lowballed numbers I found too high and just give the gunship its 22km range.

Posted: 12 Oct 2007, 01:55
by rattle
Write a patch which multiplies about anything from particle sizes to trees sizes to s3o/3do sizes to what ever else except for the map. Configurable in the mod tdf.
Then resize everything down to 5% and enjoy your realism. :P

Posted: 12 Oct 2007, 03:01
by Erom
The projectile collision code won't scale down. Otherwise, yeah, that would be the general idea.

Posted: 12 Oct 2007, 05:24
by Fanger
its not that bad, the primary issue would be artillery and aircraft, but tanks and anti tank weapons, as well as most man portable infantry weapons, still need line of sight and even though some may have a range of 1 mile, your not going to always have 1 mile of unblocked LOS..

Posted: 12 Oct 2007, 18:31
by KDR_11k
Spring does contain some pretty flat maps though.

Posted: 12 Oct 2007, 18:38
by Zpock
There's so much that's just not there, like foliage you can actually hide in, camouflage, that plays hugely into if you can kill something IRL. Not to mention cover.

Posted: 13 Oct 2007, 04:03
by MadRat
I'm working on a non-modern parrallel universe type of thing. Going through the design details stage right now. I want deeper paper-scissors-rock balance to a lesser degree than other mods, more along the lines of pushing tech trees to maintain balances. One aspect I'm having trouble with is discerning missile-weapon technologies by generation. I want the early radar-guided tech to mimic radar beam riders. The second tech to mimic semi-active radar homing, complete with a need to hold a target lock by the launching unit. The third tech to use inertial-launch with semi-active radar terminal homing. Fourth gen to use both active and inertial-launch with active radar homing. And fifth level to use smart guidance. In conjunction with radar-guided I want infrared homing to go from cooled-seeker pure-tail aspect, to tail-aspect non-cooled, to leading edge capability, to a narrow-scope all-aspect, and finally to wide-aspect visual range.

How is a guy supposed to accomplish these goals with or without LUA?

Posted: 13 Oct 2007, 05:15
by SpikedHelmet
aka "Hi, I spend too much time on FAS.org." :P

Posted: 13 Oct 2007, 05:58
by MadRat
fas what?

Posted: 13 Oct 2007, 09:41
by HeavyLancer
Federation of American Scientists. It has a military hardware database with lots of stuff, from U.S tanks to Russian helicopters and everything else. Fun site to browse when you have time to burn.

Posted: 13 Oct 2007, 19:56
by Zpock

Posted: 14 Oct 2007, 03:44
by MadRat
zspock-

Some of that is pretty amusing.

HeavyLancer-

I see. Not really interested in a war simulation per se, more or less building a game best fit for multiplayer. Should be most interesting in battling with like sides or using combinations of sides, not really concerned with direct 1:1 balance. I am aiming for playability and personality in each side.

Posted: 14 Oct 2007, 11:52
by smoth
I love this article deeply, in my happy place, in my pants.

Posted: 14 Oct 2007, 18:57
by KDR_11k
It's funny how many things were actually implemented at times, be it Conflict Zone's PR rating, Act of War's POW camps or World in Conflict's idiot teammates supplying friendly fire. But really, that sounds more like Nethack: The RTS. The Nethack developers would probably implement all that and the random chance to trip over a cat on your way to office, fracturing your skull and dying instantly.

Posted: 14 Oct 2007, 19:08
by [XIII]Roxas
That's...Different.

Interesting site, though. I'll be sure to bookmark it.

Posted: 14 Oct 2007, 19:30
by rattle
http://www.pointlesswasteoftime.com/gam ... raft2.html
I love this one even more. Call me an SC hater. :P