Author Topic: Roads and bridges  (Read 598 times)

Offline Sabre

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Roads and bridges
« on: May 22, 2015, 11:00:44 AM »
I wish there was a way to incorporate the affects of roads and bridges, even other terrain types, on ground vehicle movement. Aside from water, there's no terrain type that has any specific impact on vehicle speed. I'd like to see movement penalties attached to different terrain tiles, along with rivers and ravines with destroyable bridges over them. Finally, I'd like to see roads crisscrossing the maps, with a positive effect on vehicle max speeds. For instance, you might have an area of marshland between a base and an enemy spawn point, but with a road running across it. Stay on the road, and you run at full road-speed; get off the map and slow (or even get bogged down completely). Or maybe the ground is smooth and hard, great for tanks, but with a river or impassible ravine cutting across the route. The only quick way across is a bridge, but one that is vulnerable to destruction. It would have a natural down time, but you could speed up the bridge rebuild by bringing up bridge construction materials via M3s and C-47s.
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Offline Mitchell

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Re: Roads and bridges
« Reply #1 on: May 22, 2015, 12:26:37 PM »
+1  :aok

Offline Volron

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Re: Roads and bridges
« Reply #2 on: May 22, 2015, 12:57:35 PM »
Hope you are ready for some flameage.  That being said, I would really like to see this. :aok  +1
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Offline Tilt

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Re: Roads and bridges
« Reply #3 on: May 22, 2015, 02:16:27 PM »
Imagine if bridges were spawn points which could be captured.
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Offline Sabre

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Re: Roads and bridges
« Reply #4 on: May 22, 2015, 02:22:54 PM »
Volron: Don't fret. I'm wearing asbestos underwear.  :P

Tilt: That is an interesting idea. How do you imagine that working?
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Offline Tilt

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Re: Roads and bridges
« Reply #5 on: May 22, 2015, 02:47:31 PM »
A bridge would have two spawn points from adjacent bases but only those spawn points emanating from freindly bases would be active.

The bridge would be a giant map room object such that it could be captured.....but never destroyed.
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Offline Sabre

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Re: Roads and bridges
« Reply #6 on: May 22, 2015, 03:07:06 PM »
Tilt: Having trouble visualizing what you describe, and what its in-game function or utility would be. How would it affect game-play? Would it have auto-ack and/or manned defenses? How would it be captured, i.e. would it have nearby buildings you'd have to drop before sending troops in to capture it? If the adjacent enemy base's spawn point near the bridge is in-active, how does the enemy get near it with GVs?  Would the bridge spawn place you on the bridge, and/or would the bridge itself have spawn points emanating out from it, towards nearby bases? Not be argumentative, but honestly looking to explore what you're suggesting. Thanks.
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Offline hgtonyvi

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Re: Roads and bridges
« Reply #7 on: May 22, 2015, 03:10:24 PM »
I would like to see terrains with High bridges where you can actually fly through under them. Also maybe some tunnels.

Offline Volron

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Re: Roads and bridges
« Reply #8 on: May 22, 2015, 03:34:40 PM »
I would like to see terrains with High bridges where you can actually fly through under them. Also maybe some tunnels.

A tunnel fight would decisively be in favor of the defenders, depending on it's location in relation to spawn and terrain layout of course.  Not to mention that there is the danger of a convoy/train (depending on tunnel type) that will toss your tank out of the way like tissue paper in a tornado.  If in the tunnel, I expect an instant kill for the convoy/train. lol  But it could make for some interesting fun. :aok
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Wow I find it hard to believe it has been almost 38 days since our last path. We should have release another 38 versions by now  :bhead
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What on Earth makes you think that i said that sir?!
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Offline The Fugitive

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Re: Roads and bridges
« Reply #9 on: May 22, 2015, 04:09:56 PM »
I would like to see terrains with High bridges where you can actually fly through under them. Also maybe some tunnels.

I'm sure ANYTHING could be done, the question is SHOULD it be done?

I'm sure some of the coad would be a nightmare to add in some of these things. HTC has to look at what it would bring to the game. Why bother going through hours upon hours of coad and de-bugging just to have a tunnel most would never use thinking it will always be camped. The same goes for high bridges you can fly under. What does it add to the game, nothing really.

Adding things need to have a reason, and no "because it's cool!" isn't a reason. HTC has already said he wouldn't add things just for the sake of having a few more buttons to push. So ask yourself, what would it add to the game before you post ideas.

Offline caldera

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Re: Roads and bridges
« Reply #10 on: May 22, 2015, 04:14:41 PM »
I'm sure ANYTHING could be done, the question is SHOULD it be done?

I'm sure some of the coad would be a nightmare to add in some of these things. HTC has to look at what it would bring to the game. Why bother going through hours upon hours of coad and de-bugging just to have a tunnel most would never use thinking it will always be camped. The same goes for high bridges you can fly under. What does it add to the game, nothing really.

Adding things need to have a reason, and no "because it's cool!" isn't a reason. HTC has already said he wouldn't add things just for the sake of having a few more buttons to push. So ask yourself, what would it add to the game before you post ideas.

In that case, maybe he should drop the whole ".dt" button pressing extravaganza for the new version.
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Offline The Fugitive

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Re: Roads and bridges
« Reply #11 on: May 22, 2015, 07:55:37 PM »
In that case, maybe he should drop the whole ".dt" button pressing extravaganza for the new version.

I'd agree with that. The .dt makes things far too easy

Offline redcatcherb412

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Re: Roads and bridges
« Reply #12 on: May 29, 2015, 08:45:35 PM »
Aside from water, there's no terrain type that has any specific impact on vehicle speed.

I am assuming the writer has not attempted to climb some of the steep grade hills on maybe the Mindanao map with an  M4-76  to experience vehicle speed impact   :x
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Offline MrKrabs

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Re: Roads and bridges
« Reply #13 on: May 29, 2015, 08:59:07 PM »
Aside from water, there's no terrain type that has any specific impact on vehicle speed.

I am assuming the writer has not attempted to climb some of the steep grade hills on maybe the Mindanao map with an  M4-76  to experience vehicle speed impact   :x

Terrain type... Not Terrain grade...
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Offline Interceptor

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Re: Roads and bridges
« Reply #14 on: May 30, 2015, 04:21:26 AM »
+1, good idea, maybe in next AH version... :aok