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Posted: 01 Aug 2005, 20:13
by Neuralize
Just make it a terraintype multiplier, let the mapper decide :/
Posted: 01 Aug 2005, 21:18
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
Posted: 01 Aug 2005, 21:29
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.

Posted: 01 Aug 2005, 21:57
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.
Posted: 02 Aug 2005, 00:10
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
Posted: 02 Aug 2005, 10:20
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.
Posted: 02 Aug 2005, 10:56
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.
Posted: 02 Aug 2005, 15:31
by AF
I agree, though I prefer your old avatar storm.
Posted: 02 Aug 2005, 15:32
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
Posted: 02 Aug 2005, 15:39
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.
Posted: 02 Aug 2005, 16:02
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