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Gunships elevation

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4 years ago
Copy pasting from discord so it does not get burried.

I wondered about improving gunship ascension/descent mehanics, but I don't know the backend well enough so I'll ask:

Can it be easily done to make gunships adjust elevation based not only on altitude of their current position, but based on maximum of the current position, projected position based on current velocity and attack target?

The will of this change is to help gunships ascend hills faster and more smoothly, by predicting they are going to move uphill. It should be based on attack target as well to help with forced attack against for example raised gauss on a spike. Gunships should be able to raise to fire upon it - currently they can fail to do so.

Locust/Revenant/Krow being the worst offenders here.
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4 years ago
Does this amount to changing valid gunship positions from "within X distance to the ground directly below" to "within X distance to the closest ground vertex"?
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4 years ago
Guess so, I just thought that finding closest vertex is more expensive to compute than max of 3 depths at distinct locations.
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4 years ago
I think there is a gadget that already does something like this.
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4 years ago
At first, I thought this was going to be a discussion about how easy it is for gunships to be taken down by standard raiders (a few glaives, played well, can take down a revenant easily), but I also approve of this direction.
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4 years ago
gunships should look into other units to combat raiders over Revenant O.o..

to fight raiders dont make:

Wasp Heavy Gunship Constructor
Blastwing Flying Bomb
Nimbus Fire Support Gunship
Revenant Heavy Raider/Assault Gunship
Krow Flying Fortress
Trident Anti-Air Gunship
Charon Air Transport
Hercules Armed Heavy Air Transport

.. raiders are fast sometimes even too fast for:

Harpy Multi-Role Support Gunship
Nimbus Fire Support Gunship

but i would still recommend Harpy as it can chase down a few raiders due to slow
idealy you would use gnats + locust

sadly blastwings are not recommended as they are very hard to use effectively 10/03/2020
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oops
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It would be perfect to let the players select elevation for all planes/gunships.
  • First option to manually select elevation of the plane/gunship and they won't try to auto climb/get down no matter the terrain down below.
  • Second option is similar to the first one but here planes/gunships will climb/get down depending on what's down below but you will select at which altitude they will stay in comparison to the ground.

I would probably micromanage and manually adjust the hight every time if a thing like this gets implemented. What do you guys think?

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4 years ago
The game is balanced around gunships flying close to the ground though, letting them choose their height would significantly nerf flex AA and possibly create usability issues (gunship is within range but can't fire because its too high and you forgot).
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BRrankManored you can make gunships have a cylindrical range if they don't already have that and when it comes to AA, threshers will easily deal with these units no matter what hight. If they can't reach them then we give a cylindrical range for them as well.

Also for Artemis and Chainsaws, we have overkill prevention so they won't fire missile after missile wasting them because of the hight planes/gunships have. They will just fire the right amount of missiles and problem solved, of course, it will take a bit longer for the missiles to reach.
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4 years ago
is cylindrical range more expensive? will it cause a lag creep?
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quote:
I would probably micromanage and manually adjust the hight every time if a thing like this gets implemented. What do you guys think?

Your proposal is a space elevator. I would use it to launch Crabs and Placeholders into space, and then use them to bombard the whole map.
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4 years ago
EErankAdminAnarchid can you please expand your knowledge? Space elevator because you will use transports to put units way up into the air?
You do realize that you need something to keep them there.

Putting certain limits on how high your gunships/planes can go will fix your fear no worries.
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4 years ago
quote:
You do realize that you need something to keep them there.

Yes. That's why i wrote about Placeholders, no worry :P
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If you thinking of space elevator this doesn't mean the gunships/plane elevation selection strategy will be wrongful. It's just a small impediment that can easily be fixed by making placeholders have a spherical range instead of cylindrical ones. You never tried to bring a method of solving any incoming bugs to the thing that I proposed and you just highlighted the issues just to cover-up the main idea like it's a faulty one.

Don't be that pessimistic EErankAdminAnarchid because in programing there isn't a thing that can't be fixed, and I tell you this from somebody word who has at least 10 years of experience in the field.
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lets de-escalate this.. its possible to fix and address all these issues on both sides of the arguments.. everyone can be listened to and understood.. we may not all agree but perhaps there are compromises

am i right in understanding the key element to this is allowing gunships to attack elevated positions? would any other situation of high altitude gunships have bearing? or is it just to attack cliffs/terraforms

would a max height nimbus be part of the goal?
and could a max height nimbus be placed over a terra spike for a very high nimbus?
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quote:
If you thinking of space elevator this doesn't mean the gunships/plane elevation selection strategy will be wrongful

To be straight, this is just one of the many ways in which your proposal (arbitrary player controls for gunship altitude combined with cylinder range for all weapons) does not lead to your goal (players actively microing this for fine tactical advantages).

Another, and quite more disastrous, would be that the correct tactic for any use of such gunships would be spending all of their free time to ascend as far as possible out of the reach of ground units. And if you impose an artificial ceiling to such ascent, then this new ceiling simply becomes the cruise altitude of the new gunship system. Essentially this amounts to using their behaviour as-is, but letting them fly higher.

Not only does this proposal completely destroy flex-aa and all ground interactions for no reason, it is also not even an improvement over zenfur's proposal.

(Which is quite reasonable; i can't find any too glaring holes in it for now. You could perhaps build a space elevator with zenfur's prposal though by having an armed transport target an enemy unit carried inside another armed transport, who is targetting a unit inside the original transport, causing both transports to constantly oscillate higher and higher to reach their target)

quote:
Don't be that pessimistic Anarchid because in programing there isn't a thing that can't be fixed, and I tell you this from somebody word who has at least 10 years of experience in the field.

It is perhaps unkind of me to mention that, but this made me laugh.
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quote:
Not only does this proposal completely destroy flex-aa and all ground interactions for no reason, but it is also not even an improvement over zenfur's proposal.


You forgot to mention EErankAdminAnarchid that planes have problems while bombing/moving/attacking in hilly areas. Same goes for the gunships, especially you can now reproduce what happens to gunships when you put them to climb a small elevation and they will just hit the ground hill area instead of getting up.

My proposal will fix a lot of issues with planes mostly and in regards to the gunships, it will be just a plus for us to control a bit of altitude. We can even propose that we address this issue only for the attacking gunships and ignoring the transport ones. This way we can also please your fear of space elevators EErankAdminAnarchid.

I can clearly state a few players here that were very annoyed when using planes in hilly areas but I will let them speak for themselves. I saw too many 1 vs 1 matches where people go gunships instead of planes because of the climbing altitude feature for planes that is buggy and makes them miss targets.
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4 years ago
even if youre right Anarchid the way it is allayed to Forever may antagonize him.. and saying this may even catch flack.. i have this sinking feeling another forum war will start.. not that his skin cant handle that.. but he has to be allowed a means to feel like he makes sense in some way so he can then fold or adapt his debate with a mutually assured intelligence score

telling someone they have a flawed position and then ripping the rug from under them assures a higher stake on any exit
it would be more diplomatic to at-least notice the good intentions and merits of the goals of Forever before rebuffing the exploitable concepts.

idk maybe nobody owns ideas anyway.. maybe they are like stars and all you can do is find them if you look in the right places.. then they cant belong to anybody and dont reflect who we the observer are.. if we are unbecoming of belief it may still not save us from feeling belittled and diminished by lofty logic's and your both very smart fellows

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quote:
I can clearly state a few players here that were very annoyed when using planes in hilly areas but I will let them speak for themselves. I saw too many 1 vs 1 matches where people go gunships instead of planes because of the climbing altitude feature for planes that is buggy and makes them miss targets.

Yes it's quite annoying.

But surely there are solutions which don't entirely invalidate any ground-air interactions except AA, or require players to manually input flight plans for their planes or else they hit the hills just like now, all the while removing all ground-air interactions except AA.
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