Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: whels on November 12, 2002, 11:55:17 AM

Title: Ground Clutter suggestion
Post by: whels on November 12, 2002, 11:55:17 AM
HT,

Trees and boulders and such are put on the map for GVs to use as hiding places, and obstuctions to drive around.

as it is right now if a enemy is more then 1 or 2k away, he will see u as if ur in a open clutter free area while u see trees, rocks and such.  you could be behind a tree and not be able to see  the enemy (line of sight), yet he will not see the tree at all but see u clearly.

is it possible to increase the ground structure draw  range
from 1 or 2k it is now, up to 5k?  5k would make trees and such
viewableby the enemy also and make GV fights more realistic
by allowing use of cover at long ranges.


whels
Title: Ground Clutter suggestion
Post by: AKDejaVu on November 12, 2002, 12:37:15 PM
Another question on the same lines...

If you are hiding behind a tree on your fe does the enemy see objects drawn in the same location?

The objects look to be randomely generated by the FE.  I've always wondered if two FEs would see the same objects in the same places.

AKDejaVu
Title: Ground Clutter suggestion
Post by: Sabre on November 12, 2002, 01:02:24 PM
From my interview with HiTech at the con this year, he indicated that they are taking a serious look at improving the ground-component of AH, both by adding new types of ground objects, as well as looking into cover from airborn observation.  On the latter, he said he really liked the way IL-2 does tree canopy cover, and was looking at doing something similar.  We didn't talk about your specific question, but I'm quite sure he's aware of it and the need to address it...eventually.
Title: Ground Clutter suggestion
Post by: whels on November 12, 2002, 02:19:33 PM
Quote
Originally posted by AKDejaVu
Another question on the same lines...

If you are hiding behind a tree on your fe does the enemy see objects drawn in the same location?

The objects look to be randomely generated by the FE.  I've always wondered if two FEs would see the same objects in the same places.

AKDejaVu


suppose to be if u both see the tree, its drawn in the same position for both. but right now it wont pop up for him until he is
within 2k of u or less.

whels
Title: Ground Clutter suggestion
Post by: MrLars on November 12, 2002, 02:25:27 PM
Don't know how many times I've tried to hide behind a tree as did my target...seems I always die but can't hit nothing but tree on my end...I realy don't think both FE's see exactly the same thing.

Would be easy to test though with a couple of screen shots, but at this point, I would imagine that fixing the way things happen now would be counter productive in that it would delay the developement of the features HT spoke about in that interview.
Title: Ground Clutter suggestion
Post by: Innominate on November 12, 2002, 05:09:53 PM
Ground clutter seems to be randomly generated.  If it were split up into specific sectors, and generated using some kind of sector ID as a seed, it could be made identical across machines.  (Assuming identical random number generators)

It's possible that it would take only a very small amount of work to do.  (Then again it's also possible it would take way more than is practical)
Title: Ground Clutter suggestion
Post by: flakbait on November 13, 2002, 01:52:28 AM
Just a stab in the dark here, but wouldn't be easier if you assigned clutter like the current TE terrain tiles? A set number of rocks/trees/sheep in a given pattern per terrain tile. The TE could set this based on which tile is used (trees for general tiles, rocks for rock tiles, etc...). Then you wouldn't have to worry about random generation matching on 400 different systems. Plus the cover would be in exactly the same place, every time, all the time. Limit the viewable clutter to, say, four tiles (instead of the current two) and you're set.



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