Edited by Redraider, 04 November 2011 - 10:23 AM.
Maps Vs Random Generation. What say you?
#81
Posted 04 November 2011 - 10:22 AM
#82
Posted 04 November 2011 - 10:24 AM
Aegis Kleais™, on 04 November 2011 - 10:21 AM, said:
Redraider, on 04 November 2011 - 10:22 AM, said:
Edited by Razor Kotovsky, 04 November 2011 - 10:27 AM.
#83
Posted 04 November 2011 - 10:37 AM
Aegis Kleais™, on 04 November 2011 - 10:30 AM, said:
When you are familiar with the terrain, you are familiar with what tactical advantages you can take. If you're overheating and know where a pool of water is, you can move to it. If you need to get a height advantage, you know where those locations lie. If there are chokepoints due to the formation of the terrain, you can be tactically aware of them.
A crucial aspect of a MechWarrior is to remain fluid and to maintain battlefield awareness not only for mechanized threats, but for anything that can give that pilot an advantage over their enemies.
Just fire up your orbital shots and see what's where.
Now this would be fluid.
Edited by Razor Kotovsky, 04 November 2011 - 10:38 AM.
#84
Posted 04 November 2011 - 10:37 AM
UncleKulikov, on 01 November 2011 - 02:12 PM, said:
Ranked and tournament matches should be on premade, equivalent maps.
That the answer for me as well. I would hate to have to deal with all the, "You only beat us because the map gened in your favor." but random maps as an option on open play... could get some fun scenarios for sure.
One vote for a chooseable option.
#85
Posted 04 November 2011 - 10:40 AM
=PK= Violence, on 04 November 2011 - 10:37 AM, said:
One vote for a chooseable option.
P.S.: Gladiator weights 95 irrc.
#86
Posted 04 November 2011 - 10:46 AM
- greater tactical depth to gameplay due to map knowledge / battlefield awareness as Aegis calls it
- greater tactical/strategic power on behalf of the game designers to dictate the terms and type of engagement on each map
- vastly more realistic, detailed, and well-formed environments (handmade maps are always going to be more detailed and thought out than even the most complex procedural terrain generation process)
#87
Posted 04 November 2011 - 10:47 AM
Aegis Kleais™, on 04 November 2011 - 10:42 AM, said:
WELL **** IT LET'S MIRROR ALL THE MAPS AND PLACE A TRENCH IN BETWEEN
THAT SHOULD SOLVE THE BIAS PROBLEM ONCE AND FOR ALL
Ennui, on 04 November 2011 - 10:46 AM, said:
The matrix had us all along.
Edited by Razor Kotovsky, 04 November 2011 - 10:49 AM.
#88
Posted 04 November 2011 - 11:02 AM
Razor Kotovsky, on 04 November 2011 - 10:40 AM, said:
P.S.: Gladiator weights 95 irrc.
Yes but the seriousness of the mach should determine the entire map... not just sections. Just my view...
P.S. I am 100 tons of overkill.... no mater what I drive. (It's a quote from the cover of the first boxed MW released... i think.)
#90
Posted 04 November 2011 - 11:07 AM
Razor Kotovsky, on 04 November 2011 - 10:47 AM, said:
Yes, but it is voxel-based and took roughly 4 billion years with real-time generation. All of these are outside the realm of PGI's coding abilities.
#91
Posted 04 November 2011 - 11:16 AM
If people want to play the same maps over again it's cool.
But i'm personally fed up with it and this looks like a suitable game to implement some variety.
Aegis Kleais™, on 04 November 2011 - 10:49 AM, said:
Edited by Razor Kotovsky, 04 November 2011 - 11:16 AM.
#92
Posted 04 November 2011 - 11:20 AM
#93
Posted 04 November 2011 - 03:13 PM
Ennui, on 04 November 2011 - 10:46 AM, said:
- greater tactical depth to gameplay due to map knowledge / battlefield awareness as Aegis calls it
- greater tactical/strategic power on behalf of the game designers to dictate the terms and type of engagement on each map
- vastly more realistic, detailed, and well-formed environments (handmade maps are always going to be more detailed and thought out than even the most complex procedural terrain generation process)
^^ This. Good points Ennui.
#94
Posted 06 November 2011 - 04:18 PM
Captain Fabulous, on 01 November 2011 - 05:40 PM, said:
This could give players like me who don't like grinding through the same maps over and over a decent change of pace while keeping players who DO like the static maps the consistency that they want.
Owl Cutter, on 02 November 2011 - 04:11 AM, said:
I want familiar places we can all share and refer to like in most online games, such as Unreal's "Deck 16" or Halo's "Gulch," and think it would be really nice for every player to have one of these places as their "home" location, in which they can choose to participate in defense mission. On the other hand, interstellar mercenaries should probably be seeing totally unfamiliar battlefields for most campaigns and vastly varied tile-based maps are a great part of classic tactical games like Starcraft. I'd also like generated playfields for the same reason I like them in MegaMek; it just makes for more replay value.
With Lego-together city blocks, it would be possible to have static configurations for a faction's "home turf" or maybe even an individual guild for more realistic unfamiliarity when attacking some one else on a world you've never been to, and realistic familiarity for a unit stationed right on top of the point of contention.
P.S. Catching up on the thread, I am very pleased to see a strong showing of people thinking the same thing as I. Maybe it's a more plausible possibility than I though.
#95
Posted 06 November 2011 - 06:00 PM
/end thread
#96
Posted 06 November 2011 - 06:18 PM
random generation can be well done, and adds more need for groups to work together and do pre-mission planning. you just need a data base of objects and some algorithms for where and how they are placed. sure, with random generation you loose some of the polish of hand made maps, but those will get old.
the best option, some handmade maps for the DM type games, and more "fun" scenarios wile random generation for the "real" missions and warfare/planet capture
#97
Posted 07 November 2011 - 12:58 AM
CoffiNail, on 01 November 2011 - 02:55 PM, said:
I would love set maps for specific places but random for 75-90% of a planet's surface.
I would ABSOLUTELY love maps that show battle damage from previous fights.
#98
Posted 07 April 2013 - 11:28 AM
Artist do great stuff but even Skyrim gets old. There is also plenty of room for artists to make medium and large scale elements for generated maps.
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