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Why Doesn't The Cw Map Invasion Corridor Follow Lore?


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#1 CDLord HHGD

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Posted 01 July 2015 - 06:20 AM

I mean, doesn't PGI control which planets are up for contestation? I can see small fluctuations, but not what we got now....

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#2 Wintersdark

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Posted 01 July 2015 - 06:26 AM

Because:
The planets for contestation are determined by algorithm
The planets available need to allow for everyone to attack their neighbors, regardless of how much that works with the original invasion path.
There's infighting between the clans as well, so invasion paths tend to change

#3 Alistair Winter

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Posted 01 July 2015 - 06:28 AM

For one thing, CW has zero logistics. The kind of strategy being employed by the Clans in CW would be suicidal in actual warfare. It's reminiscent of Hannibal invading Rome without any supply chain at all. Causing a complete rampage in ancient Italy and ripping through opposition, but not really able to establish a permanent position.

It would be pretty nice if logistics and semi-realistic strategy was actually an element in CW. Then again, I'm not sure there's enough numbers and enough structure for units to actually work together properly with a cohesive strategy anyway. I've seen some people attempt cooperation between units in the CW forum, but... well, you can only do so much with such a simple game.

#4 Damien Tokala

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Posted 01 July 2015 - 06:31 AM

You also have aimbotting Esport groups who do nothing but screw up everything for everyone

#5 Kristov Kerensky

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Posted 01 July 2015 - 06:32 AM

It's because PGI hasn't set the system to allow access only to planets within jump range of each other, they instead use math to open or close paths of attack because...uhm...no bloody idea, I'm sure someone at PGI has a really great explanation for it that amounts to a bunch of bs in the end.

Every single planet on the map has listed planets within jump range, I know, I created the damn thing in 1996 for NBT using the FASA map and planetary information which GIVES all that information. That allows the Houses to attack each other AND for the Clans to attack both the Inner Sphere and each other based on proximity, exactly as it should be. It's pretty basic, pretty simple and there's no logical reason they haven't used that system, the same system used by how many leagues now since 1996 for planetary conquest?

But, hey, it's PGI, Russ has a vision and a plan, so it will all work out!

So, what's Dangerous: Elite like anyway, heard some good things about it...

#6 SnagaDance

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Posted 01 July 2015 - 06:47 AM

View PostKristov Kerensky, on 01 July 2015 - 06:32 AM, said:

Every single planet on the map has listed planets within jump range, I know, I created the damn thing in 1996 for NBT using the FASA map and planetary information which GIVES all that information. That allows the Houses to attack each other AND for the Clans to attack both the Inner Sphere and each other based on proximity, exactly as it should be. It's pretty basic, pretty simple and there's no logical reason they haven't used that system, the same system used by how many leagues now since 1996 for planetary conquest?

Good point, but it should take Lithium-Fusion batteries into account for Clans willing to 'take that extra jump'.

#7 CDLord HHGD

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Posted 01 July 2015 - 06:57 AM

View PostKristov Kerensky, on 01 July 2015 - 06:32 AM, said:

It's because PGI hasn't set the system to allow access only to planets within jump range of each other, they instead use math to open or close paths of attack because...uhm...no bloody idea, I'm sure someone at PGI has a really great explanation for it that amounts to a bunch of bs in the end.

Every single planet on the map has listed planets within jump range, I know, I created the damn thing in 1996 for NBT using the FASA map and planetary information which GIVES all that information. That allows the Houses to attack each other AND for the Clans to attack both the Inner Sphere and each other based on proximity, exactly as it should be. It's pretty basic, pretty simple and there's no logical reason they haven't used that system, the same system used by how many leagues now since 1996 for planetary conquest?

But, hey, it's PGI, Russ has a vision and a plan, so it will all work out!

So, what's Dangerous: Elite like anyway, heard some good things about it...

Hey! I LOVE maps. I made one once out of wood with light up LEDs. It was based off the Republic of the Sphere territory and I used it as a sort of "mini-inner sphere". :)

I can't buy that whole "everyone can attack everyone else" bit because Liao (and Marik to an extent).

IMHO the invasion corridor needs to be wider (and the FRR capital needs moved, capital in exile?). That way we can have the Battle for Luthien along with Tukayyid, etc.....

Logistics needs more priority. If that is the culmination of this discussion then I'm satisfied. :)

#8 Mystere

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Posted 01 July 2015 - 07:21 AM

View PostDamien Tokala, on 01 July 2015 - 06:31 AM, said:

You also have aimbotting Esport groups who do nothing but screw up everything for everyone


Enough of the bogeyman, please. Either provide verifiable proof, preferably to PGI, or stay silent.

Besides, your post is not really relevant to this topic.

Now for the topic at hand ...

The issue I see is that it's not so easy to develop algorithms that can fully take into account human behavior unless some rules are hardcoded, which then risks inflexibility.

Edited by Mystere, 01 July 2015 - 07:29 AM.


#9 Water Bear

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Posted 01 July 2015 - 07:30 AM

Who cares what the map does anyway? As far as it impacts anyone who plays the game, that map may as well be replaced with a table that counts the number of wins / losses for every faction against every other faction.

#10 Damien Tokala

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Posted 01 July 2015 - 07:39 AM

View PostMystere, on 01 July 2015 - 07:21 AM, said:


Enough of the bogeyman, please. Either provide verifiable proof, preferably to PGI, or stay silent.

Besides, your post is not really relevant to this topic.

Now for the topic at hand ...

The issue I see is that it's not so easy to develop algorithms that can fully take into account human behavior unless some rules are hardcoded, which then risks inflexibility.


Pgi has all the proof I've found. Believe me, you'd be shocked at what I have.

#11 Kristov Kerensky

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Posted 01 July 2015 - 07:42 AM

View Postcdlord, on 01 July 2015 - 06:57 AM, said:

Hey! I LOVE maps. I made one once out of wood with light up LEDs. It was based off the Republic of the Sphere territory and I used it as a sort of "mini-inner sphere". :)

I can't buy that whole "everyone can attack everyone else" bit because Liao (and Marik to an extent).

IMHO the invasion corridor needs to be wider (and the FRR capital needs moved, capital in exile?). That way we can have the Battle for Luthien along with Tukayyid, etc.....

Logistics needs more priority. If that is the culmination of this discussion then I'm satisfied. :)


FASA actually sent me the out of print 2'x3' Inner Sphere map circa 3048/50 with the Clan Invasion Corridors on it for free when we started up NBT in 96, simply because I asked nicely :)

I took that map and made an interactive graphic with it for the NBT website,same exact same :) , and every single planet was clickable and gave you a drop down of all planets within 1 jump distance. Took me a couple of months work to get it all done and online and working, and that was just me spending a few hours here and there as time allowed. PGI could have had it done in far less time. I also had options for Attackers to use standard Safe Jump Points or Pirate Points, when FASA had them listed, at a risk of losing your Jumpship if things went wrong(very low chance of that, I don't recall it ever happening) which put the defense at a shorter time frame to respond, ie - less tonnage for defenders to use.

PGI could do this, it's how BTech works, you have 30ly you can jump max, even the Clans can't go farther than that, and both the IS and Clans have battery systems to allow double Jumps without recharging the drives, simply cuts down the time required to get around. Time isn't a factor, and the recharge time, which is longer, doesn't have any effect due to that, so best thing is to ignore it as an option, limit jumps to the standard 30ly. That's still quite a distance and for MOST of the Invasion border, it leaves lots of room to play with. Same with the IS borders between Houses, lots of leeway there for raids to take place along the borders.

That also plays into the system PGI is talking about adding where Loyalist get to add bonus cash to defend/attack planets in CW, since the conflict points are far easier to predict with the 30ly jump limit.

It's a simple system, easy to implement, even PGI can do it. It seriously ups the BTech tie in and makes the game more appealing to the BTech purists and fans, while giving everyone else a nice easy to view border system so they KNOW where they can attack or defend without the guesswork tied to the current system PGI uses.

And WHEN, not IF but WHEN, they add logistics, it really makes the entire thing better and far more indepth.

But again, I'm sure Russ has a Vision and it'll all work out...

Think I'll pick that other game up this weekend....





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