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Re: [glob2-devel] Alleyways, and pathfinding


From: MUNTEANU Olimpiu Andrei
Subject: Re: [glob2-devel] Alleyways, and pathfinding
Date: Sat, 05 Nov 2005 20:07:46 +0100
User-agent: Debian Thunderbird 1.0.7 (X11/20051017)

Andrew Sayers wrote:

Matthew's idea for one-way forbidden areas is appealing, but smacks
somewhat of micromanagement.  Also, having 8 new types of area would add
quite a bit of complexity to the UI and to path-finding.  I think it's
best left as something to look at when we're in a better position to be
doing quite high-level work, and when all the more artificially
intelligent solutions have failed.


I don't agree with micromanagement-based refusal of ideas. I don't think that any idea that will introduce micromanagement should be criticized because of this. At least as much as micromanagement remains optional and used only from time to time. The goal of the game is not to forbid micro-management to the user. This will create more a SimCity-like game, and nobody wants it.

The aim of the game is to alow as much micro-management as the user want, but also to alow the user not to do micro-management when he does not have time. For example, if building a new base requires a lot of micromanagement, then let the user do that only on that part of the screen for a short time. Micro-decisions should be possible, but the user should not be able to do all of them and he should be able to choose the few places to do micro-management. I see direction areas or one-way forbiden areas with min speed should be possible but optional to the user (he can uise them or not). Realy, if a user don't use them it's ok, but if ever he has a terible congestion, he can put this kind of area. Also, lets imagine a user want to bring all globules home. If he puts forbiden area, globules that are at the enemy will not be able to return. With one-way areas globules will be able to return while new globules will not be able to go there any more.

Other possible idea could be using scripts or AI to help player in difficult areas. Why not use speicalisez AIs, AIs that will only take care of the atack, or the base. When the player want to focus on developping the base, let the AI do the atack and constructthe new base a little far. This is macro-managament ev everywere, while developping the main base remain micro-management and then the user can change and take care personally of atack, etc...

So don't put censorship on ideas that introduce selective and optional micromanagement, only on ideas that will force players to do micromanagement. And since for any micromanagement there is the possibility to create specialised AIs that can help, there are not many places where micro-management can be imposed on the player...









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