Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » Distance-based SAM site coverage
Distance-based SAM site coverage[message #346564]
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Wed, 10 August 2016 02:09
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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As I've stated elsewhere, I'd like to do more things to SAM sites than simply blow them up. An easily understood idea would be to 'hack' a SAM site - it's offensive capabilities are lowered by lowering it's radius.
It's just that SAM sites do not have a radius at the moment. Every sector is covered by a fixed SAM (or none at all), defined in SamSites.xml. That does seem rather arbitrary... and it has the side effect of no 2 SAM sites covering the same sector airspace. Either you control it or the enemy does. So sad.
To change that, I propose instead having SAM sites cover all sectors withing a radius. Then we could alter their radius by SAM status/hacking/staff present/whatever else we can think of. To test how well that would work, I've dabbled a bit with the airspace display: I named the SAMs A, B, C and D, gave them colours and coloured the airspace they control (control if distance to SAM is <= radius):
Here is what we get if radius is 5.0.
Radius = 6.0.
Radius = 6.5. This seems like a good value. We can still land in Omerta. While we could now land in the swamps in the south-east, the next towns are a garrisoned military city and the town most loyal to the queen. Not exactly easy pickings for a few mercs without support.
For comparison, the current airspace.
A consequence of this change would be that it would also be harder to get a free airspace. Taking out or at least sabotaging SAM sites would likely take a much higher priority - SAM A would really nerf your ability to blitz in the center even if you take C, and D stops you from harassing the enemy as soon as they leave Meduna.
What I would really, REALLY like is to get rid of the old system altogether (instead of once again stacking another alternative feature onto the old one).
Anyway... thougths on this?
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Distance-based SAM site coverage[message #346576 is a reply to message #346575]
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Thu, 11 August 2016 00:44
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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What I mean is that if there is no defined radius, it is unclear what '80% radius' would mean. Take the classic Drassen SAM for example. What would reducing its range to 80% mean? Will we only stop covering the sectors in the very southeast of the map, or elsewhere to?
Then again, tweaking the xml is likely the better way, as pure radius will always lead to either huge overlaps or huge uncovered areas, at least with the vanilla map.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Distance-based SAM site coverage[message #346577 is a reply to message #346571]
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Thu, 11 August 2016 01:12
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Enneagon |
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Messages:51
Registered:July 2016 Location: Latvia |
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Flugente wrote on Wed, 10 August 2016 21:40
What I could do alternatively is to tweak SamSites.xml to allow for overlapping sector coverage, as displayed above. That would allow modders to finetune everything - but then the 'hack/damage to lower radius' idea wouldn't work.
Why would you do that?
As I understood the whole point is to get rid of lists and make the coverage interactive (well, it could as well probably be done with even more lists and lists of lists, but doubt anyone wants to explore that avenue).
Just that under (unnecessary) assumption that originl gameplay should be preserved, for new system to easily replace the old, reasonable effort could be attempt to find parameters that give initial feel as close to original as possible (supposedly but not necessarily as default settings, but as preset if possible), ideally with new features bulding on top of that (unless the whole point isn't to overhaul the original significantly of course).
System discussed here isn't especially critical one I believe, and this seems to me as quite an evolutionary change fairly close to original from the start (thanks to map geometry), so replacement seems reasonable.
So far identified issues that might need fine tuning are rather minor, and such fine tuning seems possible.
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