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Apr 13th, 2001, 11:41 AM
#32
Thread Starter
Hyperactive Member
Originally posted by Gerco
Looks great, I'll adapt it to java...
I have a question: When a tank shoots, the shell should explode one turn later, right? Here's the problem:
Turn 1:
Tank1 shoots at 10,10
Tank2 moves to 10,10
Turn 2:
Shell Explodes?
Tank1 recharges
Tank2 moves to 11,10
Shell explodes?
See the problem? When does the shell explode? If it explodes at the start of the turn, tank2 is destroyed/damaged, but if it explodes at the end of the turn, it misses. Which is it?
Another thing, do tanks have damage? When you get hit, is it instantly destroyed, or damaged? How about blast radius, does a tank get damaged if a shell explodes in a square next to it? How many squares is the radius, by howmuch will the tank be damaged? Self damage?
A lot of detail questions still need working out...
I also plan to have ppl be able to submit queues of actions for a tank. Preprogram it so to say, that will be great if someone won't ba able to play for some time.
Gerco.
I would arbitarilly say that the shells explode at the start of the round before any tanks move, this way the AI has to make a guess as to where the tank is going to move next. Making it guess two moves ahead would be much much harder (far more variables).
For the time being I think we should keep it simple and if a tank gets hit it dies. I really like the idea of a blast area and this would work well with a damage level for the tank, but I think we should work our way up to these things. I was thinking that eventually we could have different levels of competition.
The basic system we are discussing now would be a good area for people to get involved and start off without having to worry about too many variables.
Then above that we have say another level that introduces Damage and blast areas and different types of tanks (long range guns, scout tanks).
Then above that we could add buildings (i.e obstructions both for movement and for visibility) and maybe even hills and valleys (you can see further from hilltops than valley bases etc. - great if the AI wants to co-ordinate an ambush). Recharging bases etc.
This way we could progress the AI routines without making it to difficult for anyone new to join in.
As for self damage, I think that yes tanks can damage themselves (and other tanks on their team), otherwise it would be easy to chase other tanks, 'cause they would have to avoid enemy fire while your own tank would be ignoring it.
What are your thoughts on a name? I kinda like 'Obliteration', but my heart is not set on it
Cheers,
SD
"I'd rather have a full bottle in front of me than a full frontal lobotomy!"
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