Author Topic: Bridges  (Read 1820 times)

Offline Nosara

  • Copper Member
  • **
  • Posts: 129
Bridges
« on: May 14, 2016, 10:39:03 AM »
There is a lovely river near the rook city and a VH that would be a great place for a bridge. Please think about adding more bridges in similar set ups. It would be great to have GV fights for bridge heads.
Great job on the AH3


I5. 3.2 8m ram
GTX-950

Running fine.

Offline Randall172

  • Persona Non Grata
  • Copper Member
  • **
  • Posts: 277
Re: Bridges
« Reply #1 on: May 18, 2016, 06:09:25 AM »
make bridges/trees destructible!

Offline JimmyD3

  • Gold Member
  • *****
  • Posts: 3979
Re: Bridges
« Reply #2 on: May 18, 2016, 11:26:31 AM »
make bridges/trees destructible!

Not a programmer, but I would suspect that would greatly increase the work for the GPU/CPU making it impossible to run with out a super computer. In a map like Crater I would guess well in excess of 3 million trees, each requiring a unique identifier, a status flag and the subsequent data base to keep track of them all, and that is just the beginning. Bridges might be work able. :old:
Kenai77
CO Sic Puppies MWK
USAF 1971-76

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12398
      • http://www.hitechcreations.com
Re: Bridges
« Reply #3 on: May 18, 2016, 11:48:00 AM »
Not a programmer, but I would suspect that would greatly increase the work for the GPU/CPU making it impossible to run with out a super computer. In a map like Crater I would guess well in excess of 3 million trees, each requiring a unique identifier, a status flag and the subsequent data base to keep track of them all, and that is just the beginning. Bridges might be work able. :old:

Bridges can be made to be destroyed simply by the terrain designer, but it is not a good game play construct to have them be destroyed. The point of bridges is to have pinch point to create ground battles. If they simply can be destroyed it would instantly end the ground battle.

Trees are a technical issue simply because of the quantity of them and then being able to have an id for them to keep track of the damage.

HiTech

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: Bridges
« Reply #4 on: May 18, 2016, 02:01:49 PM »
Is that why other games arenas and player numbers that can be hosted at one time, are so much smaller than ours?
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 Randall172

  • Persona Non Grata
  • Copper Member
  • **
  • Posts: 277
Re: Bridges
« Reply #5 on: May 18, 2016, 03:02:55 PM »
what if there was a special tree type that only occurred near bases/areas where gvs would operate, that would be destructible. this would vastly lower the amount of trees needed.

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12398
      • http://www.hitechcreations.com
Re: Bridges
« Reply #6 on: May 18, 2016, 03:23:22 PM »
what if there was a special tree type that only occurred near bases/areas where gvs would operate, that would be destructible. this would vastly lower the amount of trees needed.

I  need to ask why you wish to have them destructible?

HiTech

Offline NatCigg

  • Gold Member
  • *****
  • Posts: 3336
Re: Bridges
« Reply #7 on: May 18, 2016, 03:40:38 PM »
they simply can be destroyed it would instantly end the ground battle.


This is why we have air planes!  :x

 :airplane:

Offline oboe

  • Plutonium Member
  • *******
  • Posts: 9805
Re: Bridges
« Reply #8 on: May 18, 2016, 03:57:21 PM »
Bridges can be made to be destroyed simply by the terrain designer, but it is not a good game play construct to have them be destroyed. The point of bridges is to have pinch point to create ground battles. If they simply can be destroyed it would instantly end the ground battle.

Trees are a technical issue simply because of the quantity of them and then being able to have an id for them to keep track of the damage.

HiTech

Is it possible for destroyable bridges be integrated into road/rail/supply system, away from GV spawn points and likely battle areas, so destroying them wouldn't interfere with GV battles?   In addition to strategic bombing of enemy resources, I think interdiction of enemy supplies by bridge destruction could add an interesting mission type. 

I'm looking forward to hearing how the road/rail/supply system is going to work.  I used to like locomotive hunting.  Will the cities get RR switching yards to bomb/damage?     

Offline Tilt

  • Platinum Member
  • ******
  • Posts: 7358
      • FullTilt
Re: Bridges
« Reply #9 on: May 18, 2016, 04:21:56 PM »
Would have liked some bridges to be capturable.

Configure it like a very small GV field (or like the old depot). Leave a standard VH, Map room & 2 x 37mm objects/ but configure the other objects to be more "road side" in nature. Hanger spawn and two other "road" spawns. No FH.
« Last Edit: May 18, 2016, 04:24:57 PM by Tilt »
Ludere Vincere

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12398
      • http://www.hitechcreations.com
Re: Bridges
« Reply #10 on: May 18, 2016, 04:25:13 PM »
Is it possible for destroyable bridges be integrated into road/rail/supply system, away from GV spawn points and likely battle areas, so destroying them wouldn't interfere with GV battles?   In addition to strategic bombing of enemy resources, I think interdiction of enemy supplies by bridge destruction could add an interesting mission type. 

I'm looking forward to hearing how the road/rail/supply system is going to work.  I used to like locomotive hunting.  Will the cities get RR switching yards to bomb/damage?   

If destroying the bridge stops transports, why ever would you need to go hunt the trains or trucks?

HiTech

Offline oboe

  • Plutonium Member
  • *******
  • Posts: 9805
Re: Bridges
« Reply #11 on: May 18, 2016, 04:50:25 PM »
If destroying the bridge stops transports, why ever would you need to go hunt the trains or trucks?

HiTech

That's a fair question.   They did both in WWII, I think.  Maybe some bridges were too well protected to attack, or too well-built to be knocked down?   Or maybe they didn't want some bridges destroyed because they knew they would be needing it themselves before long?

I think US fighter escorts on the way home from some missions were giving permission to drop to the deck and seek targets of opportunity (which were often trucks and trains).

I'd just like to be able to perform the same types of missions in AH as were done in the real War, and have them aid my side's war effort in some way, without becoming unbalancing or ruining other people's fun/fights.   For me, more types of missions, types of targets leads to more ways to have fun in the game.

<S>

Offline Nefarious

  • Aces High CM Staff
  • Plutonium Member
  • *******
  • Posts: 15858
Re: Bridges
« Reply #12 on: May 18, 2016, 04:52:48 PM »
Would have liked some bridges to be capturable.

Configure it like a very small GV field (or like the old depot). Leave a standard VH, Map room & 2 x 37mm objects/ but configure the other objects to be more "road side" in nature. Hanger spawn and two other "road" spawns. No FH.

+1
There must also be a flyable computer available for Nefarious to do FSO. So he doesn't keep talking about it for eight and a half hours on Friday night!

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: Bridges
« Reply #13 on: May 18, 2016, 06:09:32 PM »
This sounds like something to take up with the special events CMs and terrain builders. You are playing a two sided war in the SEA where such things matter on the score board. Or in the AI mission arena where it is a two sided war with pre set objectives. In the MA, people have enough trouble getting each other to fight, let alone giving them scooby snacks to hide out in the boonies nibbling on instead of interacting with other players. Or another variation on how something simple grows into one of the biggest unexpected determinants to capturing bases. The simple M3.

And anything vulnerable like this idea worth being a target in the MA, will be exploited as much as possible to get away with screwing the community's limited fun time they pay for. Shades of the HQ which became the poster child for how to screw 1\3 of the MA community with a single finger salute before visiting the 2nd HQ.

No one is paying to spend their night, every night, sitting in the tower watching the map waiting to go defend something that will bite them in the kester if they don't. In the SEA, that is another story and both sides will know coming into the event it is part of their score to defend or destroy those kinds of objects. 

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 Copprhed

  • Silver Member
  • ****
  • Posts: 1910
Re: Bridges
« Reply #14 on: May 18, 2016, 08:03:29 PM »
If a bridge is made destructable, how about dropping a certain number of base supplies to rebuild it. That way they wouldn't have to be permanently out.
Flight Leader: "Bogeys at 2 o'clock!"
Wingman: "Roger, It's 1:30 now, what do I do 'til then?"