Testing a new resource system

Talk about anything related to Unvanquished.
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Viech
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Re: Testing a new resource system

Post by Viech »

ViruS wrote:

It's about time I said this, but deconstructing doesn't bring back bp.

What do you mean by deconstructing? Moving/replacing structures should work. Do you mean instant-deconstruction or destroying your own structures?

ViruS wrote:

Btw with the mathematics, I'm getting weird symbols instead:
The formula to calculate r(t) is R₀×2-(t/T).

Yes, the cross-post plugin is broken or can't represet the used symbols on the forums. Read the article on the front page.

ViruS wrote:

Also, I think you mean diameter here

No, 800 qu is the current radius of the spherical area of effect, not its diameter. You still need to build RGS with a distance of 1600 qu so that the spheres don't overlap.

ViruS wrote:

In the paragraph of "Approximation side-effects" when you say Is that in total if they were stacked in the same spot or per-RGS?

It's the summed efficiency of all RGS. The efficiency of a single RGS would be 1/2(n-1).

DwarfVader wrote:

could you please take the fact into consideration that the human RGS are way smaller and much more tiny at the moment, giving the human team an advantage in placing and hiding their "drills".

Yes, absolutely! I think the human RGS should have the size of a defense computer. Also the width and length of the Leech should be smaller (and equal, so that you don't need to walk circles to place it in some complicated spots).

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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JOURNEYMAN
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Re: Testing a new resource system

Post by JOURNEYMAN »

Wasn't there some discussion regarding the BP recovery or lag there of? Basically the lost BP doesn't come back when structures are destroyed. That's why you have to build RGS in order to build more structures.

I also think the foot print of the leech is too large. However, you can use that to your advantage on certain maps.

Grab reality by the balls and squeeeeze!

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Ishq
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Re: Testing a new resource system

Post by Ishq »

Yes, that's the whole idea behind resources. BP from destroyed structures never comes back, so unlike in Tremulous, killing a building before sudden death actually hurts the other team in that they now have to use precious resources to rebuild a structure.

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Viech
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Re: Testing a new resource system

Post by Viech »

ViruS wrote:

It's about time I said this, but deconstructing doesn't bring back bp.

Instant deconstruction indeed didn't return BP. It's fixed now, thanks for the report!

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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Anomalous
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Re: Testing a new resource system

Post by Anomalous »

Viech wrote:

Yes, the cross-post plugin is broken or can't represet the used symbols on the forums. Read the article on the front page.

It's broken: it's converting from UTF-8 to what has become known as WTF-8, presumably intending to convert ISO8859-1 to UTF-8…

Debian and Ubuntu packages (squeeze, wheezy, sid; 12.04, 12.10, 13.04) may work on derivatives

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One
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Re: Testing a new resource system

Post by One »

While I patiently await the new new 0.15.0 mac zip installer, I thought I might weigh-in on the names of things - my humble suggestions.

Human RGS = "Particle Sieve" (or "Wave-Particle Sieve" which is only slightly longer)
Alien RGS = "Detritus Parasite" (or "Attine Symbiont" which is rooted in the ant-fungus relationship)

By the way, I think the whole approach to this new resource system adds a valuable complexity to team strategy. Very Engaging! The bots don't seem to really get it though.

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