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cw4:frequently_asked_questions [2020/09/17 09:49] – [Game Mechanics FAQs] Added "Hold" objective Karsten75cw4:frequently_asked_questions [2021/01/09 18:02] (current) – [Units] deleted empty Q: and A: lines Sanian
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 **A:** The Hold/survive objective will keep counting time so long as you hold the minimum number of bases (in this case 1, since there is only 1 on the map).  The objective time is the minimum time, so you get the Hold objective when you reach that time. You can keep running the time up as long as you want... or can. Now in this mission, you can hold the mission as long as you care to once it is stable.  One of the reasons I wanted to see your plays on this mission is I wanted to establish what seemed like an adequately long time to take over this type of map. What I'd like to do in other similar missions (in the full game) is add  Creeper++ but with a really long initial time.   After that, the map will more and more aggressive.  Most people will have bugged out by then because most people will have one or more objectives already.  For those that want to get the longest possible Hold time, that's when the challenge would begin.  That's the idea anyway.  For this map I think I'll  make a setting on the Hold objective that says the min time is also the 'max' time. As in the Hold objective doesn't keep counting up past the specified time.  That's the simpler scenario for maps that don't want to have some sort of ramp-up-to-eventual-destruction mechanic. **A:** The Hold/survive objective will keep counting time so long as you hold the minimum number of bases (in this case 1, since there is only 1 on the map).  The objective time is the minimum time, so you get the Hold objective when you reach that time. You can keep running the time up as long as you want... or can. Now in this mission, you can hold the mission as long as you care to once it is stable.  One of the reasons I wanted to see your plays on this mission is I wanted to establish what seemed like an adequately long time to take over this type of map. What I'd like to do in other similar missions (in the full game) is add  Creeper++ but with a really long initial time.   After that, the map will more and more aggressive.  Most people will have bugged out by then because most people will have one or more objectives already.  For those that want to get the longest possible Hold time, that's when the challenge would begin.  That's the idea anyway.  For this map I think I'll  make a setting on the Hold objective that says the min time is also the 'max' time. As in the Hold objective doesn't keep counting up past the specified time.  That's the simpler scenario for maps that don't want to have some sort of ramp-up-to-eventual-destruction mechanic.
  
-==== Units ====+===== Units ====
 === Cannon === === Cannon ===
  
-**Q:** Why do Cannons not shoot at the top of waves/visible creeper and instead aim at the terrain. \\ +**Q:** Why do Cannons not shoot at the top of waves/visible creeper and instead aim at the terrain. \\  **A:** Cannons fire in a straight Line-of-Sight (Los) from the barrel to the terrain, limited by distance. There's no artificial rule about not being able to shoot higher. It just has to be able to 'see' the terrain it is firing at. So it can shoot up at a higher ledge, but it can't shoot at a terrain cell that is inland on higher terrain (since there is not line of sight to that cell)
-**A:** Cannons fire in a straight Line-of-Sight (Los) from the barrel to the terrain, limited by distance. There's no artificial rule about not being able to shoot higher. It just has to be able to 'see' the terrain it is firing at. So it can shoot up at a higher ledge, but it can't shoot at a terrain cell that is inland on higher terrain (since there is not line of sight to that cell)+
  
 From a game play perspective, firing part of the way up (into  a wave, or at the top of a wave) has two impacts; It can miss more than you realize (because the creeper gets lowered before the shell arrives), and it's more computationally intense to calculate how high to shoot (or to try to predict what the height should be at some point in the future). From a game play perspective, firing part of the way up (into  a wave, or at the top of a wave) has two impacts; It can miss more than you realize (because the creeper gets lowered before the shell arrives), and it's more computationally intense to calculate how high to shoot (or to try to predict what the height should be at some point in the future).
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 And the final reason... it works to shoot at the terrain. It's effective and the gameplay is fun. And the final reason... it works to shoot at the terrain. It's effective and the gameplay is fun.
  
-From a lore perspective the cannon shell detonates on contact with the terrain. +From a lore perspective the cannon shell detonates on contact with the terrain.
  
-**Q:** How do target acquisition work for cannons (and sprayers)? \\ +**Q:** How do target acquisition work for cannons (and sprayers)? \\  **A:** Cannons in CW4 don't have have any other rule than "line of sight and max range" So if there is a slope or a ledge, a cannon will shoot up at it.  Normally, a cannon barrel sits just slightly lower than "1" off of the terrain it is sitting on.  So it can't see on top of adjacent terrain that is 1 level higher than it is. It can see the edge, though.  Nearby hills might have edges that hold creeper and the cannons can shoot at them. The old rules in CW3 were based not on LOS but on higher or lower.  In CW3, it's just straight line LOS.  Note that it is the map vertices that are evaluated.
-**A:** Cannons in CW4 don't have have any other rule than "line of sight and max range" So if there is a slope or a ledge, a cannon will shoot up at it.  Normally, a cannon barrel sits just slightly lower than "1" off of the terrain it is sitting on.  So it can't see on top of adjacent terrain that is 1 level higher than it is. It can see the edge, though.  Nearby hills might have edges that hold creeper and the cannons can shoot at them. +
-The old rules in CW3 were based not on LOS but on higher or lower.  In CW3, it's just straight line LOS.  Note that it is the map vertices that are evaluated. +
  
 The reason cannons can't just shoot at all lower terrain in range is... they'd be shooting through the terrain. The reason cannons can't just shoot at all lower terrain in range is... they'd be shooting through the terrain.
-\\ 
- 
-**Q:** \\ 
-**A:** \\ 
  
 === Mortar === === Mortar ===
  
- +**Q:** How do target acquisition work for mortars?  \\  **A:**  Mortars use a simplified parabolic calculation for line of sight.  It's simplified to a triangle. So it's two straight LOS calculations. For every point in range they check for LOS to a midpoint (at a height) and from the midpoint to the target.
-**Q:** How do target acquisition work for mortars?  \\ +
-**A:**  Mortars use a simplified parabolic calculation for line of sight.  It's simplified to a triangle. So it's two straight LOS calculations. For every point in range they check for LOS to a midpoint (at a height) and from the midpoint to the target.\\ +
- +
-**Q:** \\ +
-**A:** \\+
  
  
-==== Terrain ==== +===== Terrain ===== 
-==== Creeper/Wave Mechanics ====+===== Creeper/Wave Mechanics =====
  
 ===== Pre-release FAQs ===== ===== Pre-release FAQs =====
cw4/frequently_asked_questions.1600350582.txt.gz · Last modified: 2020/09/17 09:49 by Karsten75