GNS
'blend the open spaces and maze-like city levels'
Yep. Unfortunately though, it tends to throw up inconsistencies with the AI in that rules that work well for wide open spaces don't work as well for close quarters maze manouevering where the player is more likely to notice AI weaknesses. As the tanks make use of an underlying 128x128 array for A* pathfinding, I could probably institute some sort of 'tweaking' code that checks how 'encumbered' a tank is (by walls) and adjusts scan/engage/firing range for the unit. And although the tanks at present will try to hold a line and remain in contact with one another and call in reinforcements, they don't have any other manouevers. But then with a lot of units, extensive AI can become expensive. Another criticism of the TU demo is that enemy tanks don't react fast enough to shots and collisions.
The FPS mode is still rough, but getting there. Problem here is to avoid stranding the player in the badlands with no free tank nearby and nothing to do but a long trek home. To avoid this I'm considering dotting the landscape with hidden teleport booths.
'i.e. having to sabotage an enemy objective, on foot'
Yep. In conjunction with the fortress idea, I'm planning that while the player's fortress is gathering gems, the commander might give the player missions to do - which the player can complete or not. An example would be clearing out a hillside communications bunker - giving the player a full map. This would have a follow on in that the enemy fortress would receive occasional convoys of extra gems which would now become visible on the map and could be intercepted.
One last idea - a penalty for destroying friendly/civilian units - 'reputation'. Destroy enemy units and you gain reputation, destroy friendly units and you lose reputation. If it drops too far, you'll be a target for everyone -you'll need to destroy enough enemy targets then to regain status. Correspondingly, I want to introduce 'nukes' which are very rare but can clean out a fortress with one shot. But with reputation in effect, you wouldn't want to loose one off carelessly.
'blend the open spaces and maze-like city levels'
Yep. Unfortunately though, it tends to throw up inconsistencies with the AI in that rules that work well for wide open spaces don't work as well for close quarters maze manouevering where the player is more likely to notice AI weaknesses. As the tanks make use of an underlying 128x128 array for A* pathfinding, I could probably institute some sort of 'tweaking' code that checks how 'encumbered' a tank is (by walls) and adjusts scan/engage/firing range for the unit. And although the tanks at present will try to hold a line and remain in contact with one another and call in reinforcements, they don't have any other manouevers. But then with a lot of units, extensive AI can become expensive. Another criticism of the TU demo is that enemy tanks don't react fast enough to shots and collisions.
The FPS mode is still rough, but getting there. Problem here is to avoid stranding the player in the badlands with no free tank nearby and nothing to do but a long trek home. To avoid this I'm considering dotting the landscape with hidden teleport booths.
'i.e. having to sabotage an enemy objective, on foot'
Yep. In conjunction with the fortress idea, I'm planning that while the player's fortress is gathering gems, the commander might give the player missions to do - which the player can complete or not. An example would be clearing out a hillside communications bunker - giving the player a full map. This would have a follow on in that the enemy fortress would receive occasional convoys of extra gems which would now become visible on the map and could be intercepted.
One last idea - a penalty for destroying friendly/civilian units - 'reputation'. Destroy enemy units and you gain reputation, destroy friendly units and you lose reputation. If it drops too far, you'll be a target for everyone -you'll need to destroy enough enemy targets then to regain status. Correspondingly, I want to introduce 'nukes' which are very rare but can clean out a fortress with one shot. But with reputation in effect, you wouldn't want to loose one off carelessly.