I am going to start a New post with a few questions for Oxide about AOTS.
So i ask everyone to just ask questions about the game and wait for Oxide to answer them. Well lets hope
1- Q: Will it be Volcanoes in the game?
2- Q: Will it be water ( oceans, lakes, rivers ) in the game?
3- Q: Will you have Naval / amphibious Units?
4- Q: Will AOTS have single player mission based story a la C&C? or it will be only skirmish like SINS?
5- Q: Will players be able to fully Mod the game?
6- Q: Will AOTS Engine be fully destructible ( mountains, ground, etc. ) you know what i mean. Example, make a hole through a mountain with a super weapon and make all your units move through it?
Yeah but who expects units that move on the ground to move around in 3 dimensions?
Sure with spaceships it makes sense. With hovering units... well we'll see how it looks like.
Well, going by their hover lore, which is reasonable, then if a hover unit went over another hover unit then it would probably send the underneath unit crashing into the ground. I think it would be more like slight edge or corner overlap when turning etc.
I worry about the difficulty of giving hovering units a weighty look. If they look toy like and can knock each other a bit and slide like in SupCom2 then that won't be good even if you now have the excuse of the hovering.
Very glad units of the two sides will be different. The third race coming in an expansion was fairly obvious but good nonetheless.
I think a hovering unit _should_ be able to easly float around a bit, so what is an issue to SupCom2 would look natural to hovering units.
Floating around is fine but if they do knock into each other to move out the way etc. I mean, these things must be tens if not hundreds of tons, it shouldn't really work.
Well if a hundred ton floating unit bumps into another hundred ton floating unit I don't see why not?
haha, they will indeed move but if you knock lorries, or tanks, or ships or planes into each other it will be an uncontrolled mess with loads of damage, certainly no neat sliding. Even if you just have two little canoes on water hit each other one or both could capsize, so for these huge things it would be silly I think. If it happens it will be to save time/money on pathing even more which i can understand as it is hard to do well but it will cheapen the look imho. Wait and see I guess, one hopes all will look good regardless of the route they take. I just like things to look like they have some weight/heaviness to them if they are huge metal constructs.
Q: Will Air units do damage when they fall and hit a ground unit or Structure?
Q: Can you Kamikaze Air units into ground units or Structure?
Founders can check the vault for more answers about unit movement, re:hovering/bumping/etc. That's all I'm going to say ;
1) There is base building with various unit factories, resource storage/extractors, and defenses.
2) The Apollo is equipped with point defense lasers.
3) Not for the PHC...
It's all in-game engine footage that we captured for GDC.
Yarlen I am talking about the 48 seconds teaser that they added a few days ago in the Vault ( between 0:25 to 0:34 )
Were the 2 air units fight each other and after you see the big army moving around a few defense structures.
Oh, I haven't checked that out. If it is what I think it is, then that is just a cinematic.
Thx for answering, but i do not see anywhere in the vault that someone talk about unit movement, re:hovering/bumping/etc...
there is no Picture or video about that, or maybe i got lost there, can you tell me witch picture of video i can look at? or someone can?Hope somebody will help me here.
There is a text file in the vault near the top with some code in it, someone better at reading code than me will have to interpret it though.
There is another file type i couldn't open on first try that I'll have to go back to and see if I can.
That is html. If you remove the text and only put in the html it is a broken looking listing of the file. Dunno what purpose it has.
its like its the html code part for the main site ashesofthesingularity.com
something like that still cannot find anything about the unit movement, re:hovering/bumping/etc......
will i be able to play on a GTX 780/i7 4770k setup? and if so, on which settings (max/high/normal/low)?
Graphically, if the game can't play on high-maximum on your system by full release (as opposed to Alpha) then something has gone very wrong. Don't worry about it.
How well the simulation is handled on the CPU on a huge map with loads of units, well, that may put even the fastest computers under some duress depending on how large they allow players to go or how well it is optimised, but as you have one of the fastest mainstream processes around then if you have a problem then we all do
Thx for answering, but i do not see anywhere in the vault that someone talk about unit movement, re:hovering/bumping/etc... there is no Picture or video about that, or maybe i got lost there, can you tell me witch picture of video i can look at? or someone can?Hope somebody will help me here.
I think you may have gone too far - There is GDC video you can watch to see some current movement. At least you can see some of what you may be seeking the answer to.
I have found some in the B-Roll video footage. Definitely a little overlap allowed and one kind of went over another and the one underneath sort of popped out and quivered a bit. Best example being a little shy of a quarter of the way through the video just after a close up of a flying unit.
You said to check the vault for the answer and i did go to every file in there but nothing lol, yes i guess i tried to get as far as possible to get my answer, sorry hehehe,
I will wait to get my hands on the game and try it out myself.I have one more question about AOTS stucturesQ: can the structures be upgradeable with defense turrets (anti air/ground) or other options like faster build speeds or something like that?
Example you build a tank producer structure that come with 2 slots for upgrades, you can decide to add defense for that structure or maybe add a faster production speed to build the units, depends on you decision..We will see that in AOTS?
What is think to Mods.
Map editor.
And Global chat ,has been forgot this last years on all rts ( like any big game production ,a big chat we need
Just want make a point that a Global chat, improve drastically the game longevity ,and makes the game experience bether in many ways
( fast arrangement of good games, discuss tactics, different subjects,a very important interaction today a Global chat, is a facebook off the game.
Or iff you are think on a way like a Lobby with Stats ,replays ,mods ,maps ,players online ,host games,ranked games ,join games ,all in the same place where all can see with just 1 click, then another big step to this game.
copy the concept of GPGnet and FAF basically. Those are the best game clients ever made.
Apart from the crashes. Do not copy the crashes.
^^^ ASADDF ^^^
Your talking about the pre-alpha video from the Vault? 00:35 to 00:39? yes that was interesting to watch and understand the movement of the units better.I like that each unit has some kind of anti bump radius between each other. ( tank1 move near tank2 and tank2 move away from tank1 to get out off its radius) I see its happening to the air units too.
But what about or why do enemy units have that same radius between each other? i am talking about blue team vs Red team, as i can see in the video all the units have their own radius being enemy or being a friend, it mean that they will never get/touch each others .Between friend units that's a great and more organized Design, But to the Enemy units....? what about let them crash each other and do overtime damage?
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