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Sector Siege needs improvement
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Removing fog of war is not an option. It would enable the player to see every move the AI does, yet the AI can not see what you do (This would be a never ending task to code). The whole point of fog of war is to offer surprises and challenges. Remove this and the player is a god and the game is no challenge at all. The player would be able to counter every move the AI does with ease.
@Swiftyhorn. What you say is true, but the function of turrets would be fundamentally different. Regarding a unit, it would result in all turrets of one category shooting the same target. It does not work because the behavior is not what we want it to be. What you state about a perimeter is also a bit questionable. As far as I know it is not possible to tell the computer that it does not need to scan beyond 2000 range without looping through all objects anyway, the only way to do that is to compare all objects and leave out the ones beyond 2000 range. Well, we have now looped through all objects anyway and done at least one calculation. The other way to do it is to use a overlap sphere and raycast. Now we can specify a range. Now, which one is more effective? That I do not know. |
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