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What to do when there's no room to move units in an RTS?

Started by January 23, 2009 09:41 AM
10 comments, last by Extrarius 16 years ago
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.
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Quote:
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 =) )
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.
"Walk not the trodden path, for it has borne it's burden." -John, Flying Monk

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