I don't know if it have already been said (sorry for not reading every posts), but something good could be to modify some maps every weeks.
I explain myself: the problem of random generation is that its huge for servers to handle and not always balanced. In fact developers could modify each map each week or couple of weeks to make these map really differents but not unbalanced. with that on each week/couple of week, you will have a update with the new maps and when they have done 20-30 version of the map, just put it randomly every weeks, it will permit to change the vision and strategy on each maps into 20-30 ways, it will be difficult if it's done totally randomly.
Its realistic too because in military campain you can have a battle on a battlefield during one entire week and change after that. if you stay a long time on the same battlefiled you start to know it and be strongerthan your oponent.


Random generated maps
Started by Schtirlitz, Jun 14 2012 02:11 AM
89 replies to this topic
#81
Posted 09 July 2012 - 04:28 AM
#82
Posted 09 July 2012 - 09:38 AM
All for Random Maps. It's what made Heroes of Might and Magic III and the Original Diablo so much fun. Each game was completely different terrain wise.
#83
Posted 15 July 2012 - 09:10 AM
Bryan Ekman, on 18 June 2012 - 07:26 PM, said:
Technically not feasible at the quality level and balance we're trying to achieve.
Yay! ... it will be a WoT clone....(sigh)
Paul Inouye, on 21 June 2012 - 11:10 AM, said:
HAHAHAHHAHAHAHAHAHAhhahahaa... haha.. ha.... wait... you were serious. 

Paul, I'm glad you find it funny but what keeps me from playing virtually every other MP game out there after a short period of time?.... that's right, the static maps and the static tactics people *have* to employ in order to play on those same static maps.
Why don't you take some of that energy you used to laugh and put it towards making sure the static maps aren't so static and boring after 50 times of fighting on them once the rinse and repeat tactics have been developed for that static map? ..... instead of being an a** about it by laughing at someone else.
If you haven't played WoT, you're doing this community a disservice by not knowing what most people in this post are talking about.
#84
Posted 17 July 2012 - 08:27 AM
Dynamic elements like closing gates/bridges or falling rocks are possible in CE3 just using simple flowgraphs
Same as random spawn of certain objects
Same as random spawn of certain objects
#85
Posted 18 September 2012 - 08:35 PM
I love random

#86
Posted 19 September 2012 - 06:53 PM
One thing that might make a smaller number of maps more interesting is to have one or both sides "drop" in to the combat. The drop zone could be random or the commander could select a site for the drop. Perhaps one team (defenders) could get a 30 second head start and the other team drop in. They would not know if they were in a hot or cold LZ.
#87
Posted 19 September 2012 - 10:45 PM
Sad to say, they are not working on this.
Q: For my question. Are there any plans to have random map generation? [Rhyshaelkan]
A: No. Despite what people think, the work involved and likelyhood of horrifically balanced maps is very high. [Garth]
My original question.
I am disappointed. Total Warfare and Tactical Operations are great templates. All well thoughtout.
Sure it will keep the art department busy for awhile making base models for everything and how environments interact with the base models.
Say 4 or so different versions of a light tree hex. Decidious vs. evergreen. Then throw in the environment. Clear, rainy, snowy, wind effects, burning effects.
Then again, this might not be the mechwarrior we are looking for. It might take a future incarnation.
Q: For my question. Are there any plans to have random map generation? [Rhyshaelkan]
A: No. Despite what people think, the work involved and likelyhood of horrifically balanced maps is very high. [Garth]
My original question.
Quote
For my question. Are there any plans to have random map generation?
Total Warfare and Tactical Operations outline many base landforms and landform overlays that might exist. Write a few good algorithms to keep houses from appearing in volcanoes or lakes. Roads running up a mountain.
Are there any plans for random weather and its effects on weapon fire?
If you could incorporate the optional rules found in TO it would make for a far more engrossing game experience. Combine that with random map generators. Persistent and evolving player driven universe.
*shivers* It could be beautiful *tear*
Total Warfare and Tactical Operations outline many base landforms and landform overlays that might exist. Write a few good algorithms to keep houses from appearing in volcanoes or lakes. Roads running up a mountain.
Are there any plans for random weather and its effects on weapon fire?
If you could incorporate the optional rules found in TO it would make for a far more engrossing game experience. Combine that with random map generators. Persistent and evolving player driven universe.
*shivers* It could be beautiful *tear*
I am disappointed. Total Warfare and Tactical Operations are great templates. All well thoughtout.
Sure it will keep the art department busy for awhile making base models for everything and how environments interact with the base models.
Say 4 or so different versions of a light tree hex. Decidious vs. evergreen. Then throw in the environment. Clear, rainy, snowy, wind effects, burning effects.
Then again, this might not be the mechwarrior we are looking for. It might take a future incarnation.
#88
Posted 22 September 2012 - 05:20 PM

#89
Posted 30 September 2012 - 03:56 PM
this has some merrit on some basis due to the idea that there is going to be a ongoing clan vs. clan system.
#90
Posted 30 September 2012 - 10:25 PM
Rhyshaelkan, on 19 September 2012 - 10:45 PM, said:
Sad to say, they are not working on this.
Q: For my question. Are there any plans to have random map generation? [Rhyshaelkan]
A: No. Despite what people think, the work involved and likelyhood of horrifically balanced maps is very high. [Garth]
My original question.
I am disappointed. Total Warfare and Tactical Operations are great templates. All well thoughtout.
Sure it will keep the art department busy for awhile making base models for everything and how environments interact with the base models.
Say 4 or so different versions of a light tree hex. Decidious vs. evergreen. Then throw in the environment. Clear, rainy, snowy, wind effects, burning effects.
Then again, this might not be the mechwarrior we are looking for. It might take a future incarnation.
Q: For my question. Are there any plans to have random map generation? [Rhyshaelkan]
A: No. Despite what people think, the work involved and likelyhood of horrifically balanced maps is very high. [Garth]
My original question.
I am disappointed. Total Warfare and Tactical Operations are great templates. All well thoughtout.
Sure it will keep the art department busy for awhile making base models for everything and how environments interact with the base models.
Say 4 or so different versions of a light tree hex. Decidious vs. evergreen. Then throw in the environment. Clear, rainy, snowy, wind effects, burning effects.
Then again, this might not be the mechwarrior we are looking for. It might take a future incarnation.
like this one. Cryengine is very powerfull, we all saw the MechWarrior Living Legends, and that was just mod. What MW need is devs with hands.dll, not with $_$ in the eyes.
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