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Re: Warp Engine
Posted: Thu Oct 18, 2012 10:53 pm
by DumbMarine
Roflcopter wrote:Maybe this would be more beneficial when/if map size increases
I think this sums up the thread. The map is too small for a 'teleport' mechanic to make sense. At best, I can only see something like a stable wormhole generator making sense for fast travel, something that effects the map rather than something that effects the BC. And as far as escape mechanics go, I think 'whoom POOF vanish' is pretty unfair to the attackers.
Re: Warp Engine
Posted: Wed Apr 17, 2013 3:41 pm
by Red-Rocket
i suggest a warp conduit that can be deployed via BC or small ship. Then when you need to warp it charges for 10 seconds then it instantly warps you to the location of the conduit. You can use the same conduit multiple times but it can be destroyed by enemies, it should be unpingable in my opinion but quite large (As a BC is going through it), this can also be added to small ships by giving them a warp item. 5 seconds for their case. Basicly research the warp ability. Science Console can pay and deploy a conduit or a small ship has the choice of buying a warp conduit. The small ships can purchase warp drive and use when needed
so whadya think?
Re: Warp Engine
Posted: Wed Apr 17, 2013 9:28 pm
by Karl913
l think you could create the illusion of the map being bigger.. Decrease all ships/projectiles/asteroids/etc sizes by 100-200% and zoom camera in 100-200%. Basically rather than making the map bigger.. You are making you smaller.
Re: Warp Engine
Posted: Wed Apr 17, 2013 9:55 pm
by Red-Rocket
weve actually already discussed making ships smaller, its apperently to complicated and needs a rewrite of most codes
Re: Warp Engine
Posted: Wed Apr 17, 2013 10:07 pm
by Siretu
The big problem is this: You can either shrink the BC inside or the space.
Space: Because of the way the SC2 engine handles decimal numbers, it would make steering less exact and movement choppy. It would also require redoing all distances and values of stuff in space to rebalance the game around another scale.
Insides: Would require remaking the terrain and the cliffs can only be set in a certain size so some parts would look weird. Not to mention there's a LOT of work involved in making EVERY model smaller.
Re: Warp Engine
Posted: Wed Apr 17, 2013 10:27 pm
by Red-Rocket
will just have to hope blizzard increases the capabilities of the map editor, like their promise for ability to do multiple maps in one game. That could enable planets like some people have asked and of course, zerg leviathan and protoss carriar
Re: Warp Engine
Posted: Thu Apr 18, 2013 10:12 am
by Karl913
l was meaning slightly smaller in the space area, where it would not be apparent. Interiors would remain the same. l was meaning half it's current size, nothing to extreme, because even a slight size decrease of everything could increase the maps size significantly. (-50% size = +50% map size.) Although l never did think of asteroids.. But you could half-remake how they work that would make your life easier in the future.
Have a center unit that get's deleted the moment it spawns to make where asteroids will spawn. Then it will spawn random asteroids in the region covered by the dummy unit. Editable just by setting the radius of the field covered by asteroids. This could also add another step to customizability in the ingame lobby for the host.. Just an overthought thought.

Re: Warp Engine
Posted: Thu Apr 18, 2013 3:32 pm
by Siretu
All the problems I mentioned still apply if I reduce it by 50%.
Also, your idea for asteroid spawning sounds overly complex and unnecessary. My current way is easy to tweak, already implemented and works great. Why would I change it?
Re: Warp Engine
Posted: Thu Apr 18, 2013 6:25 pm
by Red-Rocket
the map is fine, although people will abuse the sides and its hard to kill an escaping BC on the sides
Re: Warp Engine
Posted: Thu Apr 18, 2013 6:26 pm
by Tempest
its not that hard

they cant do anything that you cant either.