What about allowing buildings to be garrisoned? If you produce a couple of new units and there is no space outside for them to go, leave them inside the building that produced them - the garrisoned units can then attack from there.
This way you won't have newly trained/built units becoming completely slaughtered because they were spawned deep within the enemy's formations.
What to do when there's no room to move units in an RTS?
Quote:It's trivial to pathfind from the building to the selected location (ignoring everything but terrain features) to ensure that the unit could normally move from the building to that point. You would want to apply path-length limiting so you don't waste time searching the whole map for a path and to ensure that it wouldn't take the unit 30 minutes to get back to the building.
Original post by Eternal Quote:
Original post by d000hg
If you don't like the strategic issues raised here, then don't have unit-created animations and just place them at the nearest available tile to the building
This can lead to interesting situations like this:
[...]
(yes, that dragoon spawned from the gateway below the impassable cliff =) )
"Walk not the trodden path, for it has borne it's burden." -John, Flying Monk
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement