Removal Of The River City Statues, Another Sign Of Needing A New Approach To Map Design
#1
Posted 08 December 2014 - 06:21 PM
Right now in the game there are a number of pieces inside of maps that are invincible to mech movement or fire. Some of these objects are as small as trucks and trees and others as large as skyscrapers and how they are usually handled is simple, if it is big enough to block movement it is normally solid when dealing with collision and if it is small enough or weak enough to not impeed movement it has no collision (most of the time.)
Two problems exists with this approach. First being that we have a number of trucks, trees and buildings that will never show any damage, which harms immersion for those that care very deeply about it. Second being that there are small objects in the world that are treated as solid when they shouldn't be, the transport trucks on the Mining Collective are a good example of that.
So the easiest answer is to have these items properly tagged and allow them to be destroyed during the course of the game. The Official Word is that the netcode doesn't properly handle the possible destruction of many small objects at the same time though and this is thought of to be a major hurdle.
I don't see it that way as I see it as a challenge. If the netcode cannot handle having small objects on the map destroyed or handle displaying dynamic damage to the facade of a building then do not use the netcode. For things like damage appearing on the faces of a building due to collateral damage, trees being set on fire or knocked down, or the many small objects like cars and statues being crushed under foot or crumbling by weapons fire can all be handled by the client.
All of these effects are cosmetic in nature and having all of these effects synced up through the netcode provides very little meaningful change to the gameplay. Having the hit detection for cosmetic effects like this being handled purely by the client without needing any authorization from the servers enables for the effects to be treated like a single player game. Have my client determine what I see in terms of these effects and have my client keep track of it. It is already displaying where the enemy lasers, bullets and missiles are flying, let it determine what happens to the surrounding area on the terrain and what terrain objects collide with missed shots.
This means that a friendly might see me crush a car that I didn't crush on my screen. It might mean that the return fire from the enemy hits the trees I am hiding in and sets them ablaze on my screen but not on my opponents. It may mean that different players may see a slightly different path of knocked down trees or that a damaged building looks significantly different to different players.
But it also means that if I miss an SRM volley and it slams into the building behind my target that the building will bear the scars of that attack. It does mean that stomping through a parking lot gives a satisfying crunch of metal under my feet. It does mean that I see the energy weapons lighting the trees on fire around us. It means that I see the world as no longer being an unchanging set around us but rather an environment that bears our marks of passing.
Because we are talking client side and cosmetic effects only we aren't asking for the ability to level buildings or have objects that currently act as cover ceasing to do as after a certain amount of damage. Those are things that need to interact with all players as that does change the layout of the map itself and how the map is played on. Going back and using the client to handle the effects I've talked about would be a good step in improving map design.
The second problem we have with maps is the Movement Profiles for mechs though. This one is hard and simple, hard because the older maps weren't designed with these movement profiles in mind and this causes small bumps that hangs mechs in place as the movement profile system freaks out over us trying to move over a 90 degree incline that is two inches tall.
This one is a simple fix because instead of measuring an incline by degrees you measure it by "X is the Stride Length for this Movement Profile. A mech can only ascend Y Distance over a single Stride Length." This change in logic will have the movement profile ignore small bumps, rocks and rises that should be easily stepped over and gives a more accurate control and measure of movement than the current Movement Profile System.
Anyways, before I ramble on more and get sidetracked more, I'm going to end it here. Feedback is welcome.
#2
Posted 09 December 2014 - 02:53 AM
Also, why do jumpjets which push you forward during take-off from standing still, cause deceleration when used while moving forward? IE, why do my forward vectored thrusters slow me down when I'm actually running forward? Makes 0 sense.
Tyman
#3
Posted 09 December 2014 - 02:56 AM
Note 2: PGI have already said that after CW is working, the oldest maps are going to be rebuilt completely using all the skills gained.
Note 3: Many of your suggestions are down in the "suggestion" forum.
#4
Posted 09 December 2014 - 03:04 AM
Fiona Marshe, on 09 December 2014 - 02:56 AM, said:
No, that's forest colony.
Fiona Marshe, on 09 December 2014 - 02:56 AM, said:
Better not say anything then!
Fiona Marshe, on 09 December 2014 - 02:56 AM, said:
Great!
#5
Posted 09 December 2014 - 03:35 AM
#6
Posted 09 December 2014 - 05:33 AM
Kmieciu, on 09 December 2014 - 03:35 AM, said:
Agreed. Cosmetic destruction would be sweet and it could be left at that. No need to modify gameplay.
#7
Posted 09 December 2014 - 06:03 AM
Tyman4, on 09 December 2014 - 02:53 AM, said:
Tyman
Actually this does make sense. Your legs were outputting significantly more force than your thrusters in the forward vector. Your mech is therefore slowing down due to wind resistance towards the speed your thrusters can support on their own. You would be right IF your JJ's provided the thrust necessary to reach your top speed instead of just a few KPH.
#8
Posted 09 December 2014 - 06:12 AM
As for destructible terrain:
https://www.google.c...terrain&tbm=vid
Cryengine does it. The only other problem is the added geometry such terrain adds.
#9
Posted 14 December 2014 - 09:40 PM
Dawnstealer, on 09 December 2014 - 06:12 AM, said:
As for destructible terrain:
https://www.google.c...terrain&tbm=vid
Cryengine does it. The only other problem is the added geometry such terrain adds.
Adding destructible terrain, may cause problems on low end systems making it unplayable, maybe they are trying to keep things simple so a wider group of people is able to play
#10
Posted 14 December 2014 - 10:18 PM
ImperialCrusader, on 14 December 2014 - 09:40 PM, said:
I daresay it will be more to do with extra calls to the server.
The devs have already stated that 12v12 is already pushing the extreme limits of what the servers can handle - lots of mechs firing lots of guns with different types of projectiles and damage effects, as well has having to track the exact location of several different components of mechs that have two separate states - if we add too much more, the servers will likely melt into a puddle.
#11
Posted 14 December 2014 - 10:58 PM
SuckyJack, on 08 December 2014 - 06:21 PM, said:
TLDR the rest is irrelevant because the statues WERE HORRIBLE MAP DESIGN FOR THIS GAME!
#12
Posted 15 December 2014 - 07:47 AM
Kiiyor, on 14 December 2014 - 10:18 PM, said:
I daresay it will be more to do with extra calls to the server.
The devs have already stated that 12v12 is already pushing the extreme limits of what the servers can handle - lots of mechs firing lots of guns with different types of projectiles and damage effects, as well has having to track the exact location of several different components of mechs that have two separate states - if we add too much more, the servers will likely melt into a puddle.
Yep that might be true too, as the bug with too many machineguns firing, causes lag on the server, not sure if it still happens today
#13
Posted 15 December 2014 - 12:03 PM
Dawnstealer, on 09 December 2014 - 06:12 AM, said:
When we talk about stupid unrealistic things in the game....
Why is there this wierd equation applied bigger engine = more speed = tighter turning radius.
Simple physics dictates that it should be exact opposite. More speed = harder to turn.
#14
Posted 15 December 2014 - 12:16 PM
Captain Stiffy, on 14 December 2014 - 10:58 PM, said:
TLDR the rest is irrelevant because the statues WERE HORRIBLE MAP DESIGN FOR THIS GAME!
They were great & added something to the rather baron environments we have. Though they should have never been a solid object.
#15
Posted 15 December 2014 - 12:38 PM
#16
Posted 15 December 2014 - 01:20 PM
#17
Posted 15 December 2014 - 01:27 PM
#18
Posted 15 December 2014 - 01:32 PM
Believe me, there's a reason why we don't have destructible terrain right now.
In addition to that, RC is one of the older maps. PGI's map making process has already had a few changes over the time between then and now -- for good or ill.
Also, Paul is on record over at NGNG saying that after CW launches, they are going back to look at the maps we have, and will be cranking out new maps faster. He said this in NGNG on Nov. 12.
#19
Posted 15 December 2014 - 01:46 PM
#20
Posted 15 December 2014 - 01:47 PM
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