What about removing collisions for engies?

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What about removing collisions for engies?

Postby PsychoBoB » 21 Nov 2015, 16:47

What are your opinions to this topic?

There are a lot of discussions for mods and new features but maybe we should talk about a problem of the game engine itself: pathfindig!
Sure, this "problem" can be seen as feature (block ACU in a fight to screw up pathfinding) but it really could be annoying too (e.g. unit roll off times
from quickly upgraded factories, heavily assisted missile silos, mex upgrades, experimental builds and so on...)
The engie mod adresses the factory roll off times and adds a lot of depth to the game, but it does not adress other situations where a lot of engies
are used to build something real quick.
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Re: What about removing collisions for engies?

Postby Rudolph'sRedNose » 21 Nov 2015, 16:51

Have you had a death recently that wasn't your fault? Is pathfinding the bane of your life? Engies getting in your way? Then call Control K Solution today! We provide engie removing services right when you need it. Where you need it. Fast and effective. *

*we operate on a no win, no re basis. Terms and conditions apply.
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Re: What about removing collisions for engies?

Postby speed2 » 21 Nov 2015, 16:53

And then we can remove collisions on other units as well so there are even less patfinding issues. Followed by not simulating projectiles so they always hit.

Only advantages. Less problem, less CPU usage.
Maybe switch to turn base at some point?
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Re: What about removing collisions for engies?

Postby Zock » 21 Nov 2015, 16:55

There is an older thread with the same question, you might be interested in the discussion there.
gg no re

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Re: What about removing collisions for engies?

Postby PsychoBoB » 21 Nov 2015, 17:10

@Zock: I know this old thread and i took part. But there was IMHO no good reason not to try it.

@Speed: I didn't say anything about a global change of all those things. I only want to adress the T1 engie thing beyond engie mod.

Please tell me real disadvantages that i probably can't see as an average joe.
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Re: What about removing collisions for engies?

Postby speed2 » 21 Nov 2015, 17:34

It would look stupid, make the game less complex.

We like it complicated.
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Re: What about removing collisions for engies?

Postby briang » 21 Nov 2015, 17:41

speed2 wrote:It would look stupid, make the game less complex.

We like it complicated.


What he said. The more we mess with the unit collision system the more we start to shift towards Starcraft and Supcom2... nobody wants to go there :D
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Re: What about removing collisions for engies?

Postby yeager » 21 Nov 2015, 17:52

What about increasing build range? Or creating a no-go zone where units role out, or make t3 better for assisting than t1
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Re: What about removing collisions for engies?

Postby speed2 » 21 Nov 2015, 17:54

Im using T2 T3 engies every game. Dont think it lost me a game yet...
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Re: What about removing collisions for engies?

Postby theeggroll » 21 Nov 2015, 18:10

Well most people don't know that its best to only have one engis actually assisting something I.e. factory mex etc. And have all other engis that you want taking part in that build assisting that one engi. That's how people get 300 or so engineers around a factory in the days before engi mod. Using this method, you can clump all your engis assisting on one side of the factory and have the other side of your factory open for roll off.

Also later in the game I upgrade me engineer spamming factories and spam t2 and t3 engis as I need them (totally not copying speed) and i actually prefer it to t1 engi spam
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