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Bridges

Posted: 27 Oct 2006, 02:24
by Aurora
I think destroyable bridges are a major gameplay element in almost every RTS game. Spring mappers should be given the possibility to add bridges to make their maps' gameplay more interesting. Rebuilding and repairing bridges should be possible, too. Bridges would also offer more versatility with looks.

Posted: 27 Oct 2006, 02:26
by Peet
Walkable features are already MTR iirc.

e: yup

Posted: 27 Oct 2006, 02:28
by Aurora
Oh... :oops:

I'm off to find bridge features, then ->

Posted: 27 Oct 2006, 05:06
by Felix the Cat
JJ45 wrote:Oh... :oops:

I'm off to find bridge features, then ->
MTR = isn't in the game but is requested at least once a month.

Sort of the "most wanted" features list.

Posted: 27 Oct 2006, 12:06
by PicassoCT
You can however creat in the Map "bridges" that are deformable and can be Restored from Builders, just use the Typemap.

Posted: 27 Oct 2006, 12:19
by SwiftSpear
Last I heard this wasn't possible with the spring code base. I actually personally did alot of research into this, but there is hardcore tie ins all over the movement system that made it way too complicated for me to apply any of my ideas, and I haven't heard of anyone more expert making any more progress...

Posted: 27 Oct 2006, 15:11
by Lindir The Green
Yes, like many things, it is not possible in Spring withough rewriting the core engine.

But apparently it will be possible in OSRTS.

Posted: 27 Oct 2006, 21:23
by Dragon45
Big thing is pathfinding; pathfinding and movement will have to be totally retooled to allow for this sort of stuff.

Posted: 27 Oct 2006, 22:27
by Felix the Cat
PicassoCT wrote:You can however creat in the Map "bridges" that are deformable and can be Restored from Builders, just use the Typemap.
Indeed. However, these "bridges" will in fact be solid land and will thus block whatever water they are going over.

Posted: 27 Oct 2006, 22:47
by PicassoCT
If they are easy deformable Land, one Crawlbomb opens the Waterways, and a Con-Sub or a other Conunit can "rebuild" the Bridge. I tested it in O-Sole-Diod and it worked very well (even if the rest of the Map sucked :D)
Problem is to avoid the Bridge beeing to deformable, meaning it vannish miles into the Depths, and hours are neede to rebuild them.

Posted: 28 Oct 2006, 00:05
by imbaczek
Like others said - pathfinding becomes very, very hard to do efficiently if you allow bridges (or any other kind of multilevel structures, like tunnels, etc.)

Posted: 28 Oct 2006, 00:55
by Snipawolf
A nice dirt bridge will suffice.. Like other people said, if it gets destroyed just replace it using the restore..

Posted: 28 Oct 2006, 17:24
by PicassoCT
So a Sollution exists, but nobody uses it? Why?
And why is this again and again requested, if nobody has interest in using the Ability - that exists ? Is the Engine Rewrite maybee just a way to avoid massive Chokepoints in the Map (remember how long ConUnits need to rebuild Terrain)

So is this makes Mappers avoid "Bridges" why have Cadyr and Fanger no Units in there Mods, that can quickly restore Terrain ?
Result: -> This Thing is not wanted Gameplay wise.

Posted: 28 Oct 2006, 23:53
by Aurora
No, I think it's just that people haven't bothered.