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2013-05-11, 06:35 PM | [Ignore Me] #31 | |||
I am so with you on this. |
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2013-05-11, 07:16 PM | [Ignore Me] #33 | |||
Private
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Links =/= removal of territory Who says you can't have links AND territory? The links or lattice system isn't the problem here but you mention them as the problem. That's why people here are so confused. |
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2013-05-11, 07:33 PM | [Ignore Me] #34 | |||
Master Sergeant
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You can still incorporate everything on your list into the game, it just doesn't apply to the region where the land is 'jointly contested'. And honestly that makes more sense from a logical point of view. The idea that you cannot do something on one coordinate, but if you move 2 steps back you can purely because of an arbitrary hex size is silly. The idea of 'mushy' SOIs allows control to flow from one area to the next; there will still be a point where you can/cannot do something based on a two foot distance, but it will be because you are a determined distance from your controlled territory, better still you could have various abilities that you lose as you drift further out of your territory into enemy territory. It's not a clear delineation on the map, but all that is needed to solve that is a HUD element telling you the respective percentages of 'control' for the region you're in; and a mouse over on the map could do the same thing. Plus there is the advantage that this map just looks nicer than the hex maps...
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2013-05-11, 08:44 PM | [Ignore Me] #35 | |||
Lieutenant General
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But I still think the hex system was irrelevant to this, as in it could still be implemented with it. and now without the hex system, it could still be implemented. Previously when you crossed a hex you were in another territory by label only. You could still be so far from the base or outpost and you don't get any status updates or xp from caps. So your so far from the relevance of that territory you have NO IMPACT, but you've still crossed territories, an imaginary line. If you implement any equipment or bonuses, like Company of Heroes, based on who owns a territory, in my opinion you'd have to set a sphere of influence around the outpost to use anyway. You can't set restrictions/bonuses for units/equipment based on territory control in open areas that have no meaning to any base and are just filler in the overall hex system because nothing can be "not hexed" With the new system, just use the Sphere of influence on a base to grant/prevent territory units.
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Last edited by Lonehunter; 2013-05-11 at 08:48 PM. |
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2013-05-12, 06:25 AM | [Ignore Me] #37 | |||||
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2013-05-12, 07:36 PM | [Ignore Me] #38 | ||||
Master Sergeant
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2013-05-17, 11:19 AM | [Ignore Me] #40 | ||
Lieutenant General
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NewSith, Mouser is like Figgy. We hide important stuff in other stuff.
It's our job as infils. But yes, clear defined borders aren't per definition necessary for every single thing you want to have an affect for. You could have a strength effect related to the distance from a base, ie. a dynamic effect. This could be amplified (cumulative) by being closer to another base. Take for instance Bio Lab regeneration. Imagine the effect is 100% within the immediate SOI of the base, then weakens the further away you get. If you're however in between two bases you own, the effect could stack. Similarly, getting closer to an enemy base could create interference and a reduction of the effect. You could even have some overlap between territories. And why not? Think of a PS1 situation where you own the tower and they own the base, but the tower SOI lays within the SOI of the base: both of you can now place CE stuff in that overlapping area, where otherwise only one could. In this sense, having clear defined borders - especially as arbitrary as grids - makes it less logical, because distance to a base doesn't mean squat. You could be right next to a Bio Lab, but not get its effect, because you're close to an enemy base and that means you're in its hex. What you could do, is simply show all the applicable effects somewhere in the HUD (could be a pop up or overlay) with a strength indicator next to it. Tbh NewSith, you need to think outside the bo... hex a bit. |
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2013-05-17, 12:23 PM | [Ignore Me] #41 | ||
It's not about the boxes I think in. It is in reality about how "readable" that sphere is. With definite borders, there's no need to calculate the "probability" (figurally speaking). I had it said some posts ago here, that your proposal(s) is not a broken system. I only said that it is abundantly complex if you compare it to the grid. Well, at least if it works the way it's represented in the picture, where you don't have that strict line, be it a hex border or SOI from PS1.
Last edited by NewSith; 2013-05-17 at 12:24 PM. |
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2013-05-17, 02:05 PM | [Ignore Me] #43 | |||
Lieutenant General
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