Author Topic: lunatic1 you asked about Bridges  (Read 2867 times)

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
lunatic1 you asked about Bridges
« on: July 02, 2017, 02:27:35 PM »
lunatic1,

There are 3 static bridges available in the objects list for the terrain editor. All three are stone arch type, two are in these screen shots. The third is like the center section except it is flat topped. That width of water is the smallest I can create.

I don't know what the requirements for using them in a Melee arena terrain are. I can set those objects to a structure type which means a near by field will have to own it. It will take .31 of 1000lb bomb to destroy it and it will be down for 45 minutes. The only thing I can think of doing with them is create a moat around the tank furball area on my new terrain and set two of these for each country. 45 minutes is a long time if the moat keeps players from getting 6000yds away to tower with kills or to escape with damage. Oh, and AP tank rounds will not destroy an object set as structure. We both know the first thing that will happen is these will be taken out just because and to greif people if I setup a moat. Trapping or denying access are the only purpose for using bridges. You start getting into the slippery slope area of a single finger salute dictates the fun of a whole group of people and they simply log off and tell Hitech they didn't pay him $15 to get screwed.

I will need guidance from Hitech on if he even wants these used on a Melee arena terrain. Maybe partial moats requiring a long drive around....who knows, I need input from Hitech before I screw with customer's fun.





bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12425
      • http://www.hitechcreations.com
Re: lunatic1 you asked about Bridges
« Reply #1 on: July 02, 2017, 02:42:59 PM »
Using bridges in the main arena is fine. But they should be set to not destroyable.

HiTech

Offline lunatic1

  • Gold Member
  • *****
  • Posts: 2795
Re: lunatic1 you asked about Bridges
« Reply #2 on: July 02, 2017, 02:46:28 PM »
HiTech has spoken, and I shall not ask for them again.
C.O. of the 173rd Guardian Angels---Don't fire until you can see the whites of their eyes...Major devereux(The Battle Of Wake Island-1941.
R.I.P.49GRIN/GRIN-R.I.P. WWHISKEY R.I.P WIZZY R.I.P.

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: lunatic1 you asked about Bridges
« Reply #3 on: July 02, 2017, 05:25:56 PM »
Having the bridges none destructable, leaves some playing around. It still lends itself to a choke point for camping. If I make it fair, everyone drives around it and avoids going there. If I make it so you are forced to use it, people won't play. I can get a much narrower strip of water, about the width of the center section. This is a choke point type, a 500ft ravine. It is the narrowest ravine I can make, and above 500ft deep, the span gets wider and the bridges don't have long enough pilings to reach down. You see how I had raise the land just to get these three to span. The width of the ravine across the top is the limitation of the polygon mesh. If I try to make the ravine narrower across the top, it just auto fills raising up from the bottom. That's how I raised the area under the center section up high enough so the piers bedded into the ground.

I can probably do variations on this around the central tank town area since it's in a caldera only 700 feet above sea level. Make some kind of a pressure crack network that surrounds the central area. I want to revamp the center of the caldera using standard factory building objects instead of all that farmland with only huts now and again on it. I can already see a crack network radiating from the 7,000ft walls runoff canyons. Bottom some parts with water and others just that "V" notch with a bridge.

It's actually harder to make a combat area for tanks than it is for aircraft. Setting up airfields, ports and vBases are simple from an aircraft point of view. You need some place to take off from and land at while you follow the rules for distances between bases. Then the pilots go break everything or shoot other guys down.  As the terrain builder you make sure the airfields are close enough to not bore your audience to death getting to the fight, the pilots will entertain themselves. GV's you have to consider how you are setting up those bases at the ground level so you keep the GVer engaged and not feeling like he's been turned into an easy target, or handing him the base without his working for it.

Bottom of the "V" notch ravine is 1ft above sea level. Testing this is going to be time consuming after I crack up the caldera plain and add bridges. All that strange stuff that might happen. Strange behavior just touching a bridge, I hope doesn't happen. Then simply getting there and thinking, this sucks big time what was I thinking..... :O

It's like when you have to visit every single field and up an airplane and a tank. Spawn every single spawn and drive to the town or base. And I also have to say hello to trees on purpose to balance their effect on tank drivers who need to bushwhack with open venues for running fast down them to the target. I learned from my first terrain that you find a tile pattern that works for GVs then duplicate it at every base. That's why on my first terrain spawning in has a very low incidence of landing in tree clumps or getting stuck in them. I spent a month laying down ideas and rejecting them after driving through them. 




Center island with a tank town.


bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Shuffler

  • Radioactive Member
  • *******
  • Posts: 27296
Re: lunatic1 you asked about Bridges
« Reply #4 on: July 02, 2017, 08:11:04 PM »
Let's just talk about that bridge when we get to it....
80th FS "Headhunters"

S.A.P.P.- Secret Association Of P-38 Pilots (Lightning In A Bottle)

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: lunatic1 you asked about Bridges
« Reply #5 on: July 02, 2017, 08:52:29 PM »
Already there, those screen captures are the proof the testing. Most of the work will be the crack system and visiting every square foot to touch it up and make sure vehicles can only pass by using the bridges.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline 1stpar3

  • Gold Member
  • *****
  • Posts: 3734
Re: lunatic1 you asked about Bridges
« Reply #6 on: July 02, 2017, 10:48:58 PM »
Crack system  :rofl I would tell you that you need a break! Or that Crack is wack, but I can read tired! Creek system,yes :aok Keep up the good work SIR! The last terrain is a winner and much appreciated :rock
"Life is short,break the rules,forgive quickly,kiss slowly,love truly,laugh uncontrollably,and never regret anything that made you smile."  “The two most important days in your life are the day you are born and the day you find out why.”- Mark Twain

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12425
      • http://www.hitechcreations.com
Re: lunatic1 you asked about Bridges
« Reply #7 on: July 03, 2017, 11:57:10 AM »
Btw. I like the idea of bridges as choke points.

The reason I do not with them destructible, it it then makes it all to easy to stop an attack simply by blowing up the bridge. VS a point to fight over.

HiTech

Offline wil3ur

  • Silver Member
  • ****
  • Posts: 1990
Re: lunatic1 you asked about Bridges
« Reply #8 on: July 03, 2017, 12:04:14 PM »
There was some experimenting with destroyable bridges in AvA a couple years back as I recall.  I think it'd be a great addition to gameplay to keep.  Perhaps have a bridge house that can be captured by 3 troops (a jeep) which will repair the bridge back to 100%.

So the object can be destroyed, repaired, and fought over...

Probably take too much to put in, but I think it'd be neat.   :cheers:
"look at me I am making a derogatory remark to the OP"


Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: lunatic1 you asked about Bridges
« Reply #9 on: July 03, 2017, 12:28:05 PM »
I have some ideas now to slow down sneaky GV's, and how to use the cracks to funnel lost GV's into the center tank combat pit if they decide to go down into the crack.

1\8 mile diameter brush, set elevation to -10ft, V notch crack with water sliver in the bottom to force a GVer to end sortie when he decides to drive in that part of the crack. Another thing I have to test with a derned GV....I don't like GVs by the way. I just want to keep GVers in the game, and testing terrain features for GV usability takes alot of time. It's blinking amazing what looks good and I think ingenious for GVs inside of the terrain editor, once I drive across it I have to kill hours of work and start over. And then Hitech may ask for changes during his inspection period to accept it into the Melee arena..... :furious

1. - The bridges work.
2. - I can make ravines for them with or without water in the bottom.
3. - I can make choke points for GVs without needing the bridge blown up.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Easyscor

  • Plutonium Member
  • *******
  • Posts: 10900
Re: lunatic1 you asked about Bridges
« Reply #10 on: July 03, 2017, 03:55:18 PM »
We have bridges in the AvA. The only issue I have with them is a sorting issue at the shoreline that makes that end of the bridge vanish while you try to drive off the bridge, or look at it from some overhead angles.
Easy in-game again.
Since Tour 19 - 2001

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: lunatic1 you asked about Bridges
« Reply #11 on: July 03, 2017, 04:33:30 PM »
Something I threw together, the cracks still need bridges and the ground needs some trees to give cover for GVs from long range shots. And I still have to put down an airfield, lay down GV spawns into the center and drive this monstrosity to see if it is even feasible. Hitech told me I can make my own tile object with factory buildings, I think I made the Waffle tank town object work here.














bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Traveler

  • Gold Member
  • *****
  • Posts: 3148
      • 113th Lucky Strikes
Re: lunatic1 you asked about Bridges
« Reply #12 on: July 03, 2017, 06:04:50 PM »

The reason I do not with them destructible, it it then makes it all to easy to stop an attack simply by blowing up the bridge. VS a point to fight over.

HiTech

care to try that again?
Traveler
Executive Officer
113th LUcky Strikes
http://www.hitechcreations.com/wiki/index.php/113th_Lucky_Strikes

Offline Kingpin

  • AH Training Corps
  • Silver Member
  • ****
  • Posts: 1071
Re: lunatic1 you asked about Bridges
« Reply #13 on: July 03, 2017, 07:08:53 PM »
Could you have a map where some bridges are destoyable (one type) and others are not (another type)?

If so, you could have multiple bridges that cross a river to the town or field, with only 1 bridge that is indestructible.  That way bombing bridges doesn't prevent movement, but does allow for creating an interesting choke point or two for the attacker or defender to focus on.

I love the idea of creating chokepoints for GVs, especially in approaches to towns and fields.  This would create more realistic lines of communication to fight over, instead of the "run and hide in the forest" GV movement.

A good map design incorporating one or two fairly placed "only way into town" (indestructible bridges) at some fields could create interesting combats affecting both the attacker's tanks and M3s AND the defender's re-supplying M3s or GVs alike.

Just an idea...

<S>
KP
« Last Edit: July 03, 2017, 07:14:26 PM by Kingpin »
Quote from: bozon
For those of us playing this game for well over a decade, Aces High is more of a social club. The game just provides the framework. I keep logging in for the people and Pipz was the kind that you keep coming to meet again.

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: lunatic1 you asked about Bridges
« Reply #14 on: July 03, 2017, 08:15:36 PM »
As long as I can place 3 or 4 even 5 sections of bridge object end to end, I can make this work. The only way I can make bridge choke points is to make the tank town object an island and put water in the bottom of all the cracks to funnel GV's to them. I know everyone will sit on the rim and shoot across the tank town object to stay safe. I'll have to play with the spawns including one from each country from the next country island over. The ring is a 2 mile radius, helps to enable it when doing things like this.





I got caught up in this today thinking it would be easy, I still have to do finishing work on all the cracks to get rid of the jaggies as much as possible and round over the top sharp edges to look organic. That big one at the bottom of the picture is the first and you can see the limitations of the polygon mesh. I will probably leave the final tree, farm land and clutter painting until I get a base laid down and some spawns so I can spawn out offline and drive around on the ground. Until you actually drive around on the ground over any idea you come up with for GV combat, all ideas are probably garbage with the best of intentions. The terrain editor work space just laughs at them.

I still have all these islands to build mountains on.


bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.