That once happened to me. And yes... it is bloody annoying.Warlord Zsinj wrote:BAH! I wrote out a long bloody post, with all the standards thus far, and then lost it when my computer crashed. GRAH!
I'm too bloody annoyed to redo it now. I might do it later. Maybe.
Map Standards: Terrain Effects
Moderator: Moderators
About as annoying as being stuck in the esstry I'd say...Zoombie wrote:That once happened to me. And yes... it is bloody annoying.Warlord Zsinj wrote:BAH! I wrote out a long bloody post, with all the standards thus far, and then lost it when my computer crashed. GRAH!
I'm too bloody annoyed to redo it now. I might do it later. Maybe.
Makes you wanna screem!
aGorm
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Well, basically I typed up all the terrain thus far with a brief description, how they affected kbots, vehicles and hovercraft, and their hardness.
Basically, I made it so that kbots perform better on all rough terrain, including sand and snow, so that they were far less affected than vehicles. To coutner that, I made it so that on flat, even terrain (Grass, dirt, metal, etc), kbots can only go at their maximum set speed (0% adjustment), while vehicles get a boost on such surfaces.
Basically, I made it so that kbots perform better on all rough terrain, including sand and snow, so that they were far less affected than vehicles. To coutner that, I made it so that on flat, even terrain (Grass, dirt, metal, etc), kbots can only go at their maximum set speed (0% adjustment), while vehicles get a boost on such surfaces.
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- Posts: 704
- Joined: 30 Oct 2004, 14:14
Yeah, that's what i'm saying, a tank would not be affected much.aGorm wrote: River mud....
I live a stone throgh from the River Thames neart rhe estry. You tred on the mud ur sunk to your waist in less than a second... (I would know..) and to get you out they lay down planks which have a greter surface area (Actully since then they got iflatables, but same principle) which there for dont sink, even with you and anotyher couple of people on them. Traks on taks give a similare surface area advantage...
aGorm
Doomweaver wrote: So an all-terrain KBoT would have a low 'slowdown', as would a tank. A vehicle with wheels would be a lot faster, but have a higher slowdown.
Doomweaver
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Okay, I'll do it all again, except that I won't put the descriptions in, because that took the most amount of time.
Here we go (I'll be backing it up in notepad this time round...
)
Grass
% Kbot Speed Affected: Not Affected
% Vehicle Speed Affected: +20%
% Hovercraft Speed Affected: Not Affected
Hardness: Medium
Dirt (includes Mars type terrain)
% Kbot Speed Affected: Not affected
% Vehicle Speed Affected: +10%
% Hovercraft Speed Affected: Not affected
Hardness: Medium
Desert Sand
% Kbot Speed Affected: -10%
% Vehicle Speed Affected: - 20% (or 10% more than kbots)
% Hovercraft Speed Affected: Not Affected
Hardness: Very Soft
Snow
% Kbot Speed Affected: -20%
% Vehicle Speed Affected: - 30% (or 10% more than kbots)
% Hovercraft Speed Affected:
Hardness: Very Soft
Metal
% Kbot Speed Affected: Not affected
% Vehicle Speed Affected: +20%
% Hovercraft Speed Affected: Not affected
Hardness: Very hard
Marsh
% Kbot Speed Affected: -10%
% Vehicle Speed Affected: -40% (or 40% more than kbots)
% Hovercraft Speed Affected: Not affected.
Hardness: Soft
Archipelago/"beach sand"
% Kbot Speed Affected: Not Affected
% Vehicle Speed Affected: -10% (or 10% slower than kbots)
% Hovercraft Speed Affected: Not affected
Hardness: Soft
Roads
% Kbot Speed Affected: +10%
% Vehicle Speed Affected: +40% (0r 30% more than kbots)
% Hovercraft Speed Affected: Not affected
Hardness: Hard
Stone/Rock/Gravel
% Kbot Speed Affected: Not affected
% Vehicle Speed Affected: +10%
% Hovercraft Speed Affected: Not affected
Hardness: Very hard
moon
% Kbot Speed Affected: -10% (slower steps b/c of gravity)
% Vehicle Speed Affected: +10%
% Hovercraft Speed Affected: +10% (more efficient energy use b/c of gravity)
Hardness: Soft-Medium
I might have left a couple out; I hope not though. Feel free to disagree with whatever.
What I basically went for is that kbots are the kings off-the-road, and are really very good for all-terrain work. But in areas where the ground is flat and free of obstruction, vehicles become the much better option, as kbots can only go as fast as their legs can carry them (which gives them excellent mobility in things such as snow and marsh), while vehicles can reach far greater speeds when they happen to be travelling on easy terrain.
I think the system doesn't lend advantage to either type of unit, but rather consolidates previous usage "slots" for each unit, so that you would pick kbots to for off-road duty, but the more heavy-duty vehicles for powerful pushes through flat terrain.
Note that I have attempted to affect kbot speeds as little as possible so as to avoid messing up their walk animations. I'm guessing that 10% either way won't be noticeable, and I only once go greater to 20% (snow), which I doubt will be overly visible either.
Here we go (I'll be backing it up in notepad this time round...

Grass
% Kbot Speed Affected: Not Affected
% Vehicle Speed Affected: +20%
% Hovercraft Speed Affected: Not Affected
Hardness: Medium
Dirt (includes Mars type terrain)
% Kbot Speed Affected: Not affected
% Vehicle Speed Affected: +10%
% Hovercraft Speed Affected: Not affected
Hardness: Medium
Desert Sand
% Kbot Speed Affected: -10%
% Vehicle Speed Affected: - 20% (or 10% more than kbots)
% Hovercraft Speed Affected: Not Affected
Hardness: Very Soft
Snow
% Kbot Speed Affected: -20%
% Vehicle Speed Affected: - 30% (or 10% more than kbots)
% Hovercraft Speed Affected:
Hardness: Very Soft
Metal
% Kbot Speed Affected: Not affected
% Vehicle Speed Affected: +20%
% Hovercraft Speed Affected: Not affected
Hardness: Very hard
Marsh
% Kbot Speed Affected: -10%
% Vehicle Speed Affected: -40% (or 40% more than kbots)
% Hovercraft Speed Affected: Not affected.
Hardness: Soft
Archipelago/"beach sand"
% Kbot Speed Affected: Not Affected
% Vehicle Speed Affected: -10% (or 10% slower than kbots)
% Hovercraft Speed Affected: Not affected
Hardness: Soft
Roads
% Kbot Speed Affected: +10%
% Vehicle Speed Affected: +40% (0r 30% more than kbots)
% Hovercraft Speed Affected: Not affected
Hardness: Hard
Stone/Rock/Gravel
% Kbot Speed Affected: Not affected
% Vehicle Speed Affected: +10%
% Hovercraft Speed Affected: Not affected
Hardness: Very hard
moon
% Kbot Speed Affected: -10% (slower steps b/c of gravity)
% Vehicle Speed Affected: +10%
% Hovercraft Speed Affected: +10% (more efficient energy use b/c of gravity)
Hardness: Soft-Medium
I might have left a couple out; I hope not though. Feel free to disagree with whatever.
What I basically went for is that kbots are the kings off-the-road, and are really very good for all-terrain work. But in areas where the ground is flat and free of obstruction, vehicles become the much better option, as kbots can only go as fast as their legs can carry them (which gives them excellent mobility in things such as snow and marsh), while vehicles can reach far greater speeds when they happen to be travelling on easy terrain.
I think the system doesn't lend advantage to either type of unit, but rather consolidates previous usage "slots" for each unit, so that you would pick kbots to for off-road duty, but the more heavy-duty vehicles for powerful pushes through flat terrain.
Note that I have attempted to affect kbot speeds as little as possible so as to avoid messing up their walk animations. I'm guessing that 10% either way won't be noticeable, and I only once go greater to 20% (snow), which I doubt will be overly visible either.