Commander's orders as several waypoints using pathfinding
Laosh'Ra
Join Date: 2011-12-09 Member: 137232Members
<div class="IPBDescription">based on drifter/MAC waypoints?</div>credits to Andrew_e1 who brought up the issue that an order-waypoint does not tell you the actual corridors you should take to get to that waypoint (he suggests a HUD-compass: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115995" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115995</a>).
so here's my idea to adress this: using the existing pathfinding-waypoints for drifters and MACs (and upcoming bots), any order issued by the commander could be seperated into two parts (both displayed individually on the HUD, preferably distinguishable):
1. the final target (the point the commander actually ordered the marine to go)
2. the next nearby waypoint (on the route to the final target, updated to the next waypoint as soon as the marine is close enough)
i belive the final target should always be displayed as well, to let the marine know how long he will have to travel (e.g. he might want to heal up on a nearby armory if the trip is going to be long).
potential issues:
-for this to make sense, phase gates should probably be considered as well when calculating the route
-the route might need a recalculation in case the marine is taking a different path to the final target, the question is when this should happen. my personal guess is that it is enough to let it recalculate every ~2 seconds.
as a side note, i think the "defense"-order is currently bugged and does never (or only automatically, when nearby structures are damaged) display, although the sound "defend target" is working properly.
so here's my idea to adress this: using the existing pathfinding-waypoints for drifters and MACs (and upcoming bots), any order issued by the commander could be seperated into two parts (both displayed individually on the HUD, preferably distinguishable):
1. the final target (the point the commander actually ordered the marine to go)
2. the next nearby waypoint (on the route to the final target, updated to the next waypoint as soon as the marine is close enough)
i belive the final target should always be displayed as well, to let the marine know how long he will have to travel (e.g. he might want to heal up on a nearby armory if the trip is going to be long).
potential issues:
-for this to make sense, phase gates should probably be considered as well when calculating the route
-the route might need a recalculation in case the marine is taking a different path to the final target, the question is when this should happen. my personal guess is that it is enough to let it recalculate every ~2 seconds.
as a side note, i think the "defense"-order is currently bugged and does never (or only automatically, when nearby structures are damaged) display, although the sound "defend target" is working properly.
Comments
-This is a good idea.
-I am unsure why they haven't already put it in.
-I hope this goes in some time before 1.0.
EDIT: Oh, to add to your idea, for the final destination, write the distance to a destination beneath/above/next-to the destination's name as a number (in metres, though there's not really a need to put "200 m", just write "200").
Also, I'm thinking each waypoint has a "range" - if the marine moves outside of this range, the waypoint is re-calculated.
@edit:
i think all waypoints are currently displaying the distance, so i thought this goes without saying. +1
Should the interim waypoints display distance as well? I'm thinking there's no need.