Author Topic: Variable Weather and Terrain Effects  (Read 1347 times)

Offline AKP

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Variable Weather and Terrain Effects
« on: June 28, 2009, 02:51:15 PM »
I know this has been posted about before, and I was reading this thread:

http://bbs.hitechcreations.com/smf/index.php/topic,266160.0.html

In regards to the weather... And this one:

http://bbs.hitechcreations.com/smf/index.php/topic,267112.0.html

In regards to terrain effect on movement.  There were a few others, but these seemed to be the best, and most recent.

However, I feel that these two topics are linked, and if they were to be implemented, they should be implemented together.  I also have some different ideas on each of them, and some specifics on their effects that I didnt see mentioned before.  This is why I am posting this, and combining them into one thread.


WEATHER TYPES AND THEIR EFFECTS


Fog:  I have seen the port on the pizza map that gets socked in by fog... and thought it was very cool.  But, that was the only time I have seen it.  Fog should be moving, variable in density, and should be able to dissipate.  Effect is obvious... not only does it obscure ground targets, it also effects visibilty on the ground as well.  Making it almost as hard to shoot at aircraft from the ground, as it is to make out ground targets from the air.

Wind:  This one is obvious too.  It was mentioned in the previous thread that it should be variable in speed and direction.  It should also vary in how rapidly and by how much the direction shifts. 

Rain and Snow:  Im not talking about these being so heavy that it grounds aircraft.  More that it effects visibility.  Depending on the amount, vis and ID range could be cut in 1/2 (more or less depending on severity), making for interesting variations on tactics.  These would also have effect on ground movement depending on the terrain types themselves.

TERRAIN TYPES AND EFFECTS ON MOVEMENT:

Type 1 - Road:  (also concrete pads and runways at bases)  No effect on movement of GV's.  They move at their current in game speeds.
Type 2 - Open Terrain - Moderate:  Grasslands, hard ground, tundra, and clearings... GV speeds are cut by 25%
Type 3 - Open Terrain - Soft: Bogs, Moors, Sand, Moderate Snow, etc:  GV speeds are cut by 50% - Sinking, sliding and steering problems possible.
Type 4 - Open Terrain - Wet: Shallow swamp, beaches, shorelines, deep snow.  GV speeds cut by 75%.  Sinking, sliding and steering problems probable.

No need for a forest or rough terrain modifier, as these elements can be implemented by adding trees and by varying the smoothness of the ground as it is done now.  These types of terrain force a player to adjust speed by their very nature.

Rain and snow cuts GV speeds by 25% in all conditions... effectively increasing the terrain "type" by one category.  It should not be instantaneous, but the modifier would kick in after a set period of time with the current weather condition. 

Weight of each GV type would also have to be considered as a modifier on anything other than Type 1 Terrain (Roads)

EXAMPLE:  A Panzer is moving across terrain Type 2 (lets say grassland) in fair weather.  Its speed at any given RPM and Gear would be reduced by 25% due to the terrain type it is traversing.  So, its top speed would no longer be 24MPH, it would be 18 MPH.  If the same tank, on the same ground, was to be in a rainy area, its speed would be reduced by another 25% from its CURRENT maximum... making its top speed on type 2 terrain, in the rain, 13.5 MPH.  Under these conditions, it would also be effected by sluggish steering, slipping, and possible sinking in the mud.  If the weight of the tank were considered as well, then these effects would get an additional multiplier.

A new map filter would need to be added showing cloud movement, and estimated precipitation amounts.  Temperature would als indicated if it was going to be rain, or snow.  Amount of information would be limited to what was available to weather forecasters during the WW2 era.

Now... the reason I am asking for this is simple.  Weather played a huge part in making tactical and strategic decisions in WW2, and it still does today.  By adding these to the game, it makes the taking, and holding or roadways, and better terrain important. (yes... more roads would need to be added).  Armored attacks would tend to be more focused, and trying to outflank your opponents by traversing non paved ground would be slower, and more risky... just as it was in war.

It also allows for the defenders to set up positions that are focused on defending the roads, and easily traversed terrain.  While making a "sneak attack" through a swamp or bog not impossible... but very unlikely, and a real surprise when it does happen.

As always... your thoughts and opinions are welcome :)

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Offline Motherland

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Re: Variable Weather and Terrain Effects
« Reply #1 on: June 28, 2009, 02:55:30 PM »
:aok on all points. I think more variation in conditions would make the game more interesting.


One thing I would like to add to effecting movement, would be the ability to land planes. This should be possible on grass (the Luftwaffe and as far as I know the VVS both operated on unpaved airfields), but should be made more dangerous as the terrain becomes rougher.

This is one thing that I honestly believe could add to gameplay, hopefully in a positive way, much more so than graphics updates and new planes.
« Last Edit: June 28, 2009, 02:57:14 PM by Motherland »

Offline AKP

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Re: Variable Weather and Terrain Effects
« Reply #2 on: June 28, 2009, 02:58:17 PM »
:aok on all points. I think more variation in conditions would make the game more interesting.


One thing I would like to add to effecting movement, would be the ability to land planes. This should be possible on grass (the Luftwaffe and as far as I know the VVS both operated on unpaved airfields), but should be made more dangerous as the terrain becomes rougher.

And the landing of C-47's on beaches while waiting for the town to be flattened should a lot harder too...  Although, I must say, I do this from time to time myself :)

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Offline ACE

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Re: Variable Weather and Terrain Effects
« Reply #3 on: June 29, 2009, 09:26:58 AM »
it would be really cool but its just that all the fps everyone would be running lol its bad enough from the new beta :) but good post <S>  :aok
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Offline AKP

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Re: Variable Weather and Terrain Effects
« Reply #4 on: June 29, 2009, 10:20:22 AM »
it would be really cool but its just that all the fps everyone would be running lol its bad enough from the new beta :) but good post <S>  :aok

Good point ACE... I can see weather effects playing hell with frame rate.  But, if just the terrain modifiers were brought into the game, and weather left out (for now), that shouldnt have any effect on FR at all.  The game already takes into account the effects of an incline on your vehicles speed.

Or... if weather were brought in, have an option in video settings to be able to turn off the high res aspect of them.  Then you have the effects, without hampering of performance on slower machines.

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Offline AWwrgwy

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Re: Variable Weather and Terrain Effects
« Reply #5 on: June 30, 2009, 08:19:30 PM »
The ability to have variable weather?  Sure, why not.  In use in the MA's?  No.  I will continue to contend that weather grounded aircraft or forced missions to turn back more often than not.

The point of the MA's is to find fights, easily.  Having to fly around in near zero visibility would be a PIA.

For scenarios it could be useful.


A big +1 for the terrain thing.  Make roads worthwhile.  Add more roads.

Also, I'd like to commend you on your thoroughness of presenting your ideas.  More posts in here should be like this.


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Offline Motherland

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Re: Variable Weather and Terrain Effects
« Reply #6 on: June 30, 2009, 08:49:26 PM »
Light variable weather he said, not aircraft grounding kind.

Offline AKP

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Re: Variable Weather and Terrain Effects
« Reply #7 on: June 30, 2009, 09:30:05 PM »
The ability to have variable weather?  Sure, why not.  In use in the MA's?  No.  I will continue to contend that weather grounded aircraft or forced missions to turn back more often than not.

The point of the MA's is to find fights, easily.  Having to fly around in near zero visibility would be a PIA.

For scenarios it could be useful.


A big +1 for the terrain thing.  Make roads worthwhile.  Add more roads.

Also, I'd like to commend you on your thoroughness of presenting your ideas.  More posts in here should be like this.


wrongway


Thanks Wrongway...  I figure the more info you give up front, the less people will misunderstand your intent, and the less you will have to explain yourself down the road. 

But I didnt mean for weather to have a huge impact on air combat.  Less vis?  Yes.  But nothing that would ground you. Although it may make it more difficult to find your target, and easier to elude pursuers.

Actually... out of the two parts of this idea, I would prefer to see terrain effects before weather.   :salute

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Offline StokesAk

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Re: Variable Weather and Terrain Effects
« Reply #8 on: July 01, 2009, 03:12:46 PM »
In my opinion I think that most players would stay out of the parts of the map with bad weather. But overall this is a great idea.
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Offline Spikes

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Re: Variable Weather and Terrain Effects
« Reply #9 on: July 01, 2009, 04:04:28 PM »
Terrain affects is a great idea. Though I think the %'s should be changed...

0%
15%
35%
50%
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Offline AKP

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Re: Variable Weather and Terrain Effects
« Reply #10 on: July 01, 2009, 04:30:37 PM »
Terrain affects is a great idea. Though I think the %'s should be changed...

0%
15%
35%
50%

I was just pulling numbers out of my butt to use as an example... the actual amounts would have to be determined through playtesting.

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Offline Enker

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Re: Variable Weather and Terrain Effects
« Reply #11 on: July 01, 2009, 08:05:25 PM »
In my opinion I think that most players would stay out of the parts of the map with bad weather. But overall this is a great idea.
Well then, those that stay out of the bad weather don't get to make snowmen and eat snowcones flavored with sweat, blood, and oil. Their loss.
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Offline OOZ662

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Re: Variable Weather and Terrain Effects
« Reply #12 on: July 06, 2010, 10:32:12 PM »
I remember when HTC instated a varying weather system. I also remember when the server failed to restart after a map reset at 3AM and Skuzzy had to come in to do it manually...and forgot to disarm the alarm system before going in. Had to wait with his company ID and fuzzy slippers for the police to arrive.
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Offline Killer91

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Re: Variable Weather and Terrain Effects
« Reply #13 on: July 06, 2010, 11:38:59 PM »
I remember when HTC instated a varying weather system. I also remember when the server failed to restart after a map reset at 3AM and Skuzzy had to come in to do it manually...and forgot to disarm the alarm system before going in. Had to wait with his company ID and fuzzy slippers for the police to arrive.

 :rofl  :rofl  :rofl



and a big +1 on the idea AKP.
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Offline bravoa8

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Re: Variable Weather and Terrain Effects
« Reply #14 on: July 06, 2010, 11:48:46 PM »
I like this idea if HTC can use their programming and modeling skillz to make more efficient clouds and models in order to keep the fps up. :aok