quote: Original post by Argus
Yeah, I'm a bit confused on that issue myself, just didn't have time to post on it.
I mean, Sandman doesn't seem to be talking about a UI enhancement here (although I did get that drift in one post).
But if "The actual advantage of being on higher ground or in a building should arise implicitly from the basic game rules concerning visibility, shooting, movement etc" (my italics), then why add an explicit advantage which equates to : 'you need to do this to win the game' ?
I think I've already answered this: If we wanted to define control of territory as a goal of the game, do we not need some way of determining whether that goal has been met? Or do we wait until one player realises he can't get anywhere and gives up?
The advantages of being on higher ground or whatever is that it (potentially) lets you control more terrain with fewer units.
quote: Original post by PouyaCat
Wow. I think I finally might have found a use for Voronoi diagrams ^_^ With these, you could determine for any given point on the map, what unit is closest to it. Grab the closest units, get their distances, see who is most effective, that one has the control.
Cool, I'll have to look them up. Might need a bit of tweaking though: after all, it isn't necessarily the nearest units that exert the most influence: player 1 might have a couple of units nearer a given spot, but player 2 might have hundreds of long range artillery covering it from the other side of the map. Player 2 has more influence over it, even though player 1 is nearer.
[edited by - Sandman on May 14, 2003 6:25:35 AM]