Knuckle Cracker

Creeper World => Suggestions => Topic started by: teengamer on February 02, 2010, 10:02:39 PM

Title: Higher Elevations give More Range.
Post by: teengamer on February 02, 2010, 10:02:39 PM
For instance, if you have a blaster or mortar at level 4, where it goes off into 3, +2 range is given, but not where it doesn't go down. This could also work with lower ranges with mortars. And virgil, could this be easily implemented, or would it be next to impossible.
Title: Re: Higher Elevations give More Range.
Post by: The Creep Destroyer on February 02, 2010, 10:05:36 PM
I think this idea makes great sence, realisticly and gamewise. Personaly i would think it wouln't be so hard to code, but i dont know how to program.
Title: Re: Higher Elevations give More Range.
Post by: teengamer on February 02, 2010, 10:09:17 PM
The problem would be that it wouldn't always give +2 range bonus or whatever, just when near a cliff. And the bigger the cliff, the more range bonus. BTW, I have done a little coding before  ;D
Title: Re: Higher Elevations give More Range.
Post by: The Creep Destroyer on February 02, 2010, 11:51:44 PM
So basicly if they are on the edge of it and are fireing downwards to the next level they get the bonus, so if they fired from T5 to T1, would they get a bigger bonus than T5 to T4?
Title: Re: Higher Elevations give More Range.
Post by: Biglulu on February 03, 2010, 12:10:37 AM
Quote from: The Creep Destroyer on February 02, 2010, 11:51:44 PM
So basicly if they are on the edge of it and are fireing downwards to the next level they get the bonus, so if they fired from T5 to T1, would they get a bigger bonus than T5 to T4?
Yup.
Title: Re: Higher Elevations give More Range.
Post by: Aurzel on February 03, 2010, 01:56:05 AM
i dont like it, cw is a 2d game with elevations, not a flat 3d game lol
Title: Re: Higher Elevations give More Range.
Post by: UpperKEES on February 03, 2010, 06:07:52 AM
Quote from: Aurzel on February 03, 2010, 01:56:05 AM
i dont like it, cw is a 2d game with elevations, not a flat 3d game lol
Oh, I thought it was a flat 3D game. This because it seems that the maximum distance between two collectors gets reduced a tiny bit when they are on different elevations.

Quote from: teengamer on February 02, 2010, 10:09:17 PM
The problem would be that it wouldn't always give +2 range bonus or whatever, just when near a cliff. And the bigger the cliff, the more range bonus.
I like the idea, but coding might be harder than you think. Not to calculate where the deepest Creeper is in range, but to correctly display the range of a mortar, which won't be a circle anymore.
Title: Re: Higher Elevations give More Range.
Post by: Aurzel on February 03, 2010, 08:42:35 AM
no collectors can connect the same distance, it might be that you cant build it right up against the cliff that's throwing you off
Title: Re: Higher Elevations give More Range.
Post by: UpperKEES on February 03, 2010, 01:08:19 PM
I tested it and you are right. The diagonal placement might have been misleading.
Title: Re: Higher Elevations give More Range.
Post by: Biglulu on February 03, 2010, 10:28:57 PM
It'd be more realistic though....
Title: Re: Higher Elevations give More Range.
Post by: Aurzel on February 04, 2010, 12:57:28 PM
well actually it wouldnt, if anything the blaster should have a smaller range when shooting down hill if you want to be 'realistic'
Title: Re: Higher Elevations give More Range.
Post by: UpperKEES on February 04, 2010, 01:43:17 PM
That's exactly what we were saying (Pythagoras), although I was referring to the distance between two objects (to which you can apply the same). One square less per elevation level would be nice, but I guess that most players wouldn't realize why this distance suddenly seems to become shorter, viewing it from 'above'.
Title: Re: Higher Elevations give More Range.
Post by: Aurzel on February 04, 2010, 05:00:37 PM
well in keeping with that mortars would have to shoot further at lower ground and shorter at higher ground, its all very annoying lol
Title: Re: Higher Elevations give More Range.
Post by: Capn Trey on February 04, 2010, 05:23:21 PM
Well, a "realistic" laser would fire an near infinite distance with an exponentially decreasing power the longer it travels.

At a certain range it would be so diffuse that it wouldn't cause any damage.

Do blasters shoot lasers?
Title: Re: Higher Elevations give More Range.
Post by: Aurzel on February 05, 2010, 03:23:48 AM
i think so, and you're right about that but the blaster's range is its effective range, beyond which it would do so little damage to the creeper that its not worth firing it
Title: Re: Higher Elevations give More Range.
Post by: djcian on February 05, 2010, 08:40:12 PM
blasters don't shoot lasers they shoot heavy boson particle beams. jeez get it right  :P
Title: Re: Higher Elevations give More Range.
Post by: teengamer on February 05, 2010, 09:58:43 PM
Ok. This has turned into a deep conversation about the ranges of circles and how they work. Let's get back to the subject.... "Higher Elevations give More Range"
Title: Re: Higher Elevations give More Range.
Post by: Aurzel on February 06, 2010, 08:22:39 AM
umm, we've already proved that higher elevation would give a blaster less range
Title: Re: Higher Elevations give More Range.
Post by: mthw2vc on February 09, 2010, 08:01:07 AM
But the discussion was originally about MORTARS.
Title: Re: Higher Elevations give More Range.
Post by: UpperKEES on February 09, 2010, 09:05:40 AM
Quote from: teengamer on February 02, 2010, 10:02:39 PM
For instance, if you have a blaster or mortar at level 4, where it goes off into 3, +2 range is given, but not where it doesn't go down. This could also work with lower ranges with mortars. And virgil, could this be easily implemented, or would it be next to impossible.

Quote from: mthw2vc on February 09, 2010, 08:01:07 AM
But the discussion was originally about MORTARS.

I guess you lost some of your memory. ;)

Besides this it would not be so easy to implement, as I stated before. It also wouldn't be clear to the average player why a blaster gets less range and a mortar more or why the shape of the range indicator would change.
Title: Re: Higher Elevations give More Range.
Post by: Aurzel on February 10, 2010, 04:49:01 AM
we can always fall back on the old adage:
if its not broken, dont fix it
Title: Re: Higher Elevations give More Range.
Post by: jecowa on February 15, 2010, 05:01:04 PM
mortars have enough of an advantage at high elevations as it is.