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[palito-dev] new ideas brainstorm


From: zed
Subject: [palito-dev] new ideas brainstorm
Date: Fri, 17 Jan 2003 12:12:59 -0200

ideas commented last week about what the
rewrite of palito should address in near future.

it need to be sorted out and priorized.


race
  multiple races for improved fun
  and unified race to fair multiplayer matchs
    (insects, mechanized, ?, ?, <all-in-one>)


sight/radar
  sensors at any wavelength and range
  distinguish close/long range detect target 
    class of just position
  jamming is possible on every wavelength 
    (fog cancels vision, radio noise -> radar)
  landscape blocking may be different for each wavelength
    (forrest, rock, coulds/mist, whatever)

  directional sight? (scope - far, but small fov)

  there would be a tatical map (tab to show it)
    it must have better representations of the groups
        and all "military intelligence" information
  
  
communication
  a communication network must be stablished 
    to the commander in order to the activities 
        be seen on the map.

  the farther from the commander the greater the lag

  if out of the composite communication range 
    the unit disapears and cant receive orders 
        or report what it sees or rear. (unities on 
        this condition must trust its predefined order/state)

  directional comunication?


techlevel
  lowertech level constructors will be able 
    to help build higher? (maybe, at least one 
        high tech must stay in place, the originator)
  techlevels may involve a very high level where 
    there should be robots carring nukes, of bombers 
        that drop nukes, nuke artillery, etc.
  high techlevels may improve lowtech stuff 
    to extreme levels, like, when the radio jamming 
        gets unbearable, a unity that can shout
    orders (sound wave) .. to overcome hightech struggle.
        or planes that flight very low to avoid radars 
        get caught on line of sight by unities patrolling, 
        and this unities communicates by radio to the HQ.
        

network
  commands are sent to server 
    (it decides what actually ommands take place)
  server send do player only what they see 
    (parhaps using relative ids)


map
  heightmap
  multi-level/two-level/three-level heightmap 
    (forrest over ground, mist over rock, water over sand)
  
  different attributes for the ground 
    (softness: mud, sand; resistance/metal: rock, forrest; 
         energy: moving water, forrest, windy fields(?))

  maybe terrain transformation
    (explosions dig a whole and spread the 
         matter around, some rearrangment/errosion 
         effect maybe implemented later)



AI and unit learning
  adaptative h/v aming (maybe depending on 
     the experience with the enemy)
  adaptative movement tatics
    (straight or cuvaceous, taking in 
         account the ground type)
  curiosity (exploratory or minimalist)

  maybe DNA crossover when groups meet 
    (exchange experiences, became veteran)

  groups act as a group (simplify path-finding,
    keep formation, maybe a group leader; or click
        on a member of the group select the group, 
        doubleclick select the individual)


resources
  define priorities of a unity to use resources
    (resources are: metal, energy, memory, processing power, 
         bandwidth. both in-game and on computer. processing power 
         for path-finding; bandwidth for communication (?!))
  local unit decision about what and when it sh
    ould use the resources
        





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