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Track vs. Wheel
Moderators: SuperJoe
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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Thu Jan 19, 2012 11:24 pm    Post subject:  Track vs. Wheel Reply with quote  Mark this post and the followings unread

Been thinking of seperating wheeled vehicles from tracked ones in the way they move over different terrains. Here's a summary of the default values for both SpeedTypes:

Code:

; clear grassy terrain
[Clear]
Track=70%
Wheel=70%

; rocky terrain
[Rough]
Track=60%
Wheel=40%

; roads and pavement
[Road]
Track=100%
Wheel=100%

; Tiberium
[Tiberium]
Track=70%
Wheel=50%

; Vein hole creater weeds
[Weeds]
Track=70%
Wheel=50%

; ice
[Ice]
Track=80%
Wheel=50%

; train tracks
[Railroad]
Track=100%
Wheel=50%

; tunnels
[Tunnel]
Track=100%
Wheel=100%



Do these values make sense, or should they be adjusted? I think that the wheel based vehicles should have the advantage on clear terrain like [Road] and [Clear], but suffer heavier speed loss on uneven terrains like [Rough], [Tiberium] and [Weeds]. Not sure about [Ice], should wheeled vehicles suffer a slowdown to 50%? And on [Railroad], 100% vs. 50%? Note that by default all vehicles in TS use the Wheel values.

Btw, what speedtype values do walking vehicles like Titans use? They seem to pretty much always use their max speed, so are they using the Foot values? Or do they simply ignore SpeedType altogether?


EDIT:

Oh and there's these values to consider too:


Code:

TrackedUphill=.5        ; coefficient for tracked vehicle movement uphill
TrackedDownhill=1.1     ; coefficient for tracked vehicle movement downhill
WheeledUphill=.5        ; coefficient for wheeled vehicle movement uphill
WheeledDownhill=1.2     ; coefficient for wheeled vehicle movement downhill


Wheeled vehicles getting a bonus when going downhill makes sense, but should they suffer a bigger loss than tracked when going uphill? Or maybe reduce the loss a tracked vehicle suffers when going uphill?

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri Jan 20, 2012 2:11 am    Post subject: Reply with quote  Mark this post and the followings unread

The stock values are good guidelines- tracked vehicles should be effected less by terrain than wheeled.

The penalties are something you will need to experiment with. Find out what you think is best. I personally cut the penalties in half, sometimes more, as the harsh wheeled penalties killed the value of vehicles using the type.

Another consideration is actually bonuses to mobility. In the same line of thought that wheeled vehicles are always screwed by terrain, I gave them a 10% boost when on roads for my RA-themed mod.

How much strategic value do you want players to put on terrain?

In regards to Titans:
-VehicleTypes default to Wheeled
-The "Creep" speed type, which is only used on the Cyborg Reaper, could be adapted for walker units

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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