Dynamic terrain

Started by divious, February 04, 2014, 11:51:30 PM

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divious

I currently can see two things in this game that give us dynamic terrain. Different terrains or flooring give colonists different speeds at which they can traverse that terrain. The next one I can see is the cave in's.

Can we take this further?
In the event water terrain becomes a realistic thing to look forward to, will there be depth? Will depth actually play a factor? Underwater buildings such as hydro powered turbines?
A researchable subject could be rebreathers which allow colonists to traverse through deep water and build in deep water.Which can add a new layer of defense. Dig a moat with water and build a bridge which you can either destroy and drop enemy raiders into the water to drown or you can use it to slow down raiders while you fill them with lead as they try to scramble to dry land.
On another note, if the game starts having depth of terrain, will rain lead to flooding if bodies of water exists on the map?
Might give a new reason to build those sandbags.
At the moment there is plenty of sand in the open areas on the map but even with all this rain the sand doesn't become mud which can give rise to quicksand or slowing down colonists? A sand vacuum is definitely a viable way to go as sand might become a material to collect which leads to things that can be manufactured.

Feedback?

Coenmcj

Quicksand and bodies of water could be unconventional defenses, Intentionally flooding an area to turn the area into quicksand or an instantlake could slow down raiders significantly.
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divious

That's what Im going for. Imagine if you just got raided and your sole colonist has no choice but to cut plants to get some food, whilst doing so he walks through a sand patch and gets stuck in some quicksand, note it doesn't instantly kill the colonist but enters the colonist into a state of needing rescue. Slowly as starvation takes over, his life bar ticks down slowly to 1...

Galileus

Meaning you randomly get a colonist incapacitated, having absolutely no way to avoid it, as you can't control his walk paths unless drafted? Or, having to draft him every time he has to pass through some terrain? That sounds really awful.

divious

Quote from: Galileus on February 05, 2014, 02:26:16 AM
Meaning you randomly get a colonist incapacitated, having absolutely no way to avoid it, as you can't control his walk paths unless drafted? Or, having to draft him every time he has to pass through some terrain? That sounds really awful.
You must not like Randy Random. Its dynamic for a reason. You would know to watch out if it were raining assuming this idea does get some attention but that is also assuming quicksand is integrated. I am actually for the sand to dynamically change to mud during prolonged rainy periods which inturn reduce movement speed.
Me and Coen were getting into hypothetical situations.

Galileus

You've missed my point 100%. I have nothing against randomness, I have about everything against events that can punish you unproportionally to the amount of work needed to avoid such event. And in this case this is a HUGE punishment that can end your game, while also you need to put up a LOT of manual work to avoid it. Basically every time it rains you would need to go over the map, looking at what your colonists could possibly do, guess their paths, cancel that action if necessary and re-order it after it is finished. Or just have all of your colonists forced to be incapacitated, because to get rid of a job you need to do another job. Yeah, that sounds awful.

As long as there is no direct control over pathing, events based on pathing are not a good idea.

Untrustedlife

#6
Quote from: Galileus on February 05, 2014, 08:40:01 AM
You've missed my point 100%. I have nothing against randomness, I have about everything against events that can punish you unproportionally to the amount of work needed to avoid such event. And in this case this is a HUGE punishment that can end your game, while also you need to put up a LOT of manual work to avoid it. Basically every time it rains you would need to go over the map, looking at what your colonists could possibly do, guess their paths, cancel that action if necessary and re-order it after it is finished. Or just have all of your colonists forced to be incapacitated, because to get rid of a job you need to do another job. Yeah, that sounds awful.

As long as there is no direct control over pathing, events based on pathing are not a good idea.

Honestly I like the idea of water/quicksand, and no it wouldnt be random, you are sending your colonist through quicksand, knowing that it IS quicksand.
Rain should not create quicksand thugh, it should slow movement however and colonist should path around it if neccessary.

Note that this is already implemented making something very hard to walk over (which causes slowness) they already will path around it, i tested it with terrain (I was making toxic goo for my total conversion), they pathed around the goo, unless there was no other way.
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Galileus

You're not sending colonists through anywhere. They go someplace, and you have nada to say through where they go. You would need to babysit them all the time, to see if they choose left or right route - and this is only when they at last decide to do the task you told them to do.

Trensicourt

Lets hope we can add Instinct and Risking Taking onto colonists. This way, we can put some of our burdens on those who are more likely to avoid danger.
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divious

Quote from: Galileus on February 05, 2014, 08:40:01 AM
You've missed my point 100%. I have nothing against randomness, I have about everything against events that can punish you unproportionally to the amount of work needed to avoid such event. And in this case this is a HUGE punishment that can end your game, while also you need to put up a LOT of manual work to avoid it. Basically every time it rains you would need to go over the map, looking at what your colonists could possibly do, guess their paths, cancel that action if necessary and re-order it after it is finished. Or just have all of your colonists forced to be incapacitated, because to get rid of a job you need to do another job. Yeah, that sounds awful.

As long as there is no direct control over pathing, events based on pathing are not a good idea.

Refering to Trusted life and your post: I'm merely stating 'if'. Also I did state '...mud which can give rise to quicksand or slowing down colonists...' the terrain of either dirt or sand becoming sludgy(mud) which can 'impede' your colonist.
As Trustedlife did test out, colonist AI knows to avoid hazardous pathing and choose the fastest pathing. If this suggestion even gets noticed I would rather have the dynamic terrain be the first thing to be looked at. That things such as weather can alter the terrain for better or worse.

Coenmcj

I suppose I was only looking at that from a defensive position, not from every day to day work, although I do tend to sit in the mountains alot so I wouldn't really think about that big open expanse the prisoners call "Outside"
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