[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [glob2-devel] Some feature requests & discussion
From: |
Gabriel Walt |
Subject: |
Re: [glob2-devel] Some feature requests & discussion |
Date: |
Thu, 20 Jan 2005 01:35:40 +0100 |
User-agent: |
KMail/1.7.1 |
> Well, please try to understand how the system work before saying things can
> be solved by easy hacks. Actually there is one gradient for all guard areas
> of one team and the unit just do a gradient descent. If you want to do
> per-guard areas, that's much more memory, but also a clustering algorithm,
> not very difficult but takes human times to do and computer time to run,
> then you need to find some sort of score otherwise warriors will always
> walk between areas. So you can see, that's not so easy as a "quick hack".
And you please try to understand what i explained, i know very well that there
is only one area and that you don't consider zones that are not connected as
different zones! I didnt speak about multiple areas but probably wasnt
clear... What i suggested was to move a warrior to a more or less randomly
chosen part of the guard area - not just move it to the nearest one.
Something like if warrior didnt find a war flag or upgrade where to go and
thus wants to go to a guard area, then not simply go to the nearest "sprite"
of the guard area, but consider all the "sprites" of guard areas within a
certain range (just to ensure that the unit is able to go to the wanted guard
area) and then pick one random guard area "sprite" and go there. Once that
"sprite" reached, the unit takes the same behavior than now and walks around
in that area.
Sorry to insist on that point but i think it's really worth to find a way how
these areas could be enhanced. Because now the units often go to the same
piece of area, which makes the guard areas not much more useful than a flag.
And a good working guard area would imho really improve the game usability
and thus gameplay.
Gabriel