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Column - Printable Version

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Column - Richrd - 08-08-2007

Has this been implemented for this game?


RE: Column - jomni - 08-08-2007

U mean the formation?
The answer is: No


RE: Column - Chipmunk - 08-08-2007

Is it still necessary to plot a bazillion waypoints to get a vehicle to drive down a road?


RE: Column - Fubar - 08-09-2007

Peek Wrote:Is it still necessary to plot a bazillion waypoints to get a vehicle to drive down a road?

Afraid so, and you can't even see the waypoints of other units any more so units keep running into each others path unless your very careful with your spacing. :angry:

cheers


RE: Column - Liebchen - 08-09-2007

Fubar Wrote:you can't even see the waypoints of other units any more so units keep running into each others path unless your very careful with your spacing. :angry:

Yeah, I find this a bizarre change. Why would they drop this supposedly simple-to-implement feature? Was it dropped in the name of "realism"?


RE: Column - Sgt Barker - 08-09-2007

Liebchen Wrote:
Fubar Wrote:you can't even see the waypoints of other units any more so units keep running into each others path unless your very careful with your spacing. :angry:

Yeah, I find this a bizarre change. Why would they drop this supposedly simple-to-implement feature? Was it dropped in the name of "realism"?

If so then the AI needs to be able to pick up the slack and make decisions along the route.

In RT it's much less an issue. One is assumed to be watching the movement, and intervene if there's a traffic jam. It's something that separates the good from the bad players - attention and quick action.

One of the illustrations of RT being less "realistic" than WEGO. Ironically RT becomes less realistic the closer to 1:1 a game gets, because the AI must recreate not just operational or higher intelligence, but an individual's. The rule set under which a group acts (when looked at only as a group), is less complex than the rule set under which, for example, a single driver on the freeway acts. Mostly due to the abstractions that must be introduced to make the group act "intelligently."

For example, take the simple act of negotiating a just discovered obsticle thwarting a path. It doesn't look unintelligent for a group to try one way, then another (or even both at once); the distances and perceptions of the scale are such that it's known that it will take time to figure out a correct path. But when an computer 'individual' runs into an obsticle, and the player can look at the screen and say "just turn to the right and move 10 feet dummy!" while the charcter in game needs to crunch numbers to do it (and even then its "perceptions" may not match the scale of the environment), it destroys any "realism" present.

So the player intervenes; the player is always more intelligent in an RT game than the 'pieces' in the game. Nothing new here, it's the way RT games work.