Guns Of Icarus Online

Info => Feedback and Suggestions => Topic started by: Richard LeMoon on February 09, 2014, 06:57:30 pm

Title: Map wish: The Heights
Post by: Richard LeMoon on February 09, 2014, 06:57:30 pm
I believe this image sums this wish up nicely.

(http://th07.deviantart.net/fs70/PRE/f/2010/201/c/0/Between_Clouds_8_and_9_by_ArthurBlue.jpg)
Credit (http://arthurblue.deviantart.com/)

Location: High above somewhere.

Obstacles: None (or perhaps a giant, unmoving artifact dirigible or two, AKA, the reason ships come here, possible King of the Hill or CK reason)

Floor: None. Boundary wind blows you back up.

Layout: This map is not very tall, and is divided into thirds. The middle third is clear sky, while the top and bottom thirds are dense cloud. Nothing to hide behind but water vapor and hope.

Play: Ships spawn in the upper or lower cloud layer, and stealth around before popping up/down to attack/capture a point.

Optional fun that can't be done because the mechanics don't currently support it: randomly placed invisible mines in the cloud layers that explode with a bight blue flash and damage everything on your ship and give away your location for a second along with the invariable shout of "God damn lightning!" from the pilot.

Title: Re: Map wish: The Heights
Post by: Crafeksterty on February 09, 2014, 08:03:00 pm
I actualy tought of this before, but the ships being airships does not help the fact that they cant possibly go that high. But would be nice to have a SUPER high feeling.

I never really got a scare of heights from this game, maybe because of the ground not being as detailed as it should be. But a map that makes you wanna not fly any higher would be so nice to have. Like, srsly this is a map Goio needs.

Would be great excuses for Chutevent or Hydrogin. Or both.
Title: Re: Map wish: The Heights
Post by: Squidslinger Gilder on February 10, 2014, 12:26:10 am
Give us the old Hydro/Chute back...you can have a map like this.
Title: Re: Map wish: The Heights
Post by: Richard LeMoon on April 05, 2015, 02:28:34 am
A fun little bug in Devapp reminded me of this thread, and I had to muck about with making some simulated reality of it. Enjoy.

(click me)
(http://i.imgur.com/hBEljwr.jpg) (https://youtu.be/nopIPXYHJ4c)
Title: Re: Map wish: The Heights
Post by: Hoja Lateralus on April 05, 2015, 06:14:46 am
Well, any new map would be nice but Devs said that up to Co-Op release there will be none.
Title: Re: Map wish: The Heights
Post by: Dementio on April 05, 2015, 08:49:22 am
Would be nice to have a SUPER high feeling.

Northern fjords and go to the height ceiling, always gives me that feeling.
Title: Re: Map wish: The Heights
Post by: Arturo Sanchez on April 05, 2015, 03:13:27 pm
and everyone explodes or internally bleeds to immense air pressure change as well as lack of atmosphere and deathly below freezing temperatures....
Title: Re: Map wish: The Heights
Post by: Indreams on April 05, 2015, 03:38:21 pm
Well, perhaps an anomaly in the atmosphere that creates a zone of higher air pressure, allowing airships to attain the height.

At this height, a scattered, almost orbiting ancient technologies. Factions, especially Chaladonians and Angleans, claim fragments of airplanes, missiles.


Some say that sky whales resides in these heights...
Title: Re: Map wish: The Heights
Post by: Richard LeMoon on April 05, 2015, 03:55:47 pm
It would not have to be that high. The lower layer could be low level fog type clouds similar to the ones we fly in currently. Anything under 4km would be fine.
Title: Re: Map wish: The Heights
Post by: BlackenedPies on April 05, 2015, 07:02:09 pm
Grounding out and being blended would be uniquely affected by the horizontal wind boundary, making those tactics less effective.

I'm hoping someone can help me out with the physics of this. When a ship gets rammed into terrain the damage is either doubled or quadrupled due to the terrain pushing back at the same force as the ramming ship under ideal conditions.

If a ship is rammed against wind, and if the wind pushes the two ships together, I assume that would deal double the damage. So does ramming against terrain effectively deal 4x damage (ideal conditions)?
Title: Re: Map wish: The Heights
Post by: Indreams on April 05, 2015, 08:39:20 pm
If a ship is rammed against wind, and if the wind pushes the two ships together, I assume that would deal double the damage. So does ramming against terrain effectively deal 4x damage (ideal conditions)?

That is a really interesting question...

Pushing a ship into terrain does damage from three sources - the ramming ship, the terrain, and the terrain pushing the ship harder/again into the enemy ship.

Pushing a ship against wind would take out the terrain source of damage. Against wind, you would only have the ramming ship and an added force pushing you against the ramming ship.


But from here on,.. I'm a little lost. I don't know how closely GOIO mimics real-life physics. And even if I knew, I wouldn't know enough real-life physics to answer.
Title: Re: Map wish: The Heights
Post by: macmacnick on April 06, 2015, 06:42:34 am
Unity approximates normal physics pretty damn well, but the degree of implementation can be varied, along with the way it seems like something should logically act versus how it really acts. (See: earlier versions of the harpoon, mobula double harpooning, and pre-1.2 harpoon physics with squids. Also: Harpoon mechanics from 1.3.2 and earlier)
Title: Re: Map wish: The Heights
Post by: Richard LeMoon on May 13, 2015, 01:58:50 am
Still stuck on this wish. I did some image manipulations and came up with this as a more steampunk looking idea.

(http://i.imgur.com/CQlyLPy.jpg)

I also found out that dust clouds can, in fact, kill a ship all on their own. This changed my thoughts on how the map would work. Rather than ground or wind that blows you back up, there would be something similar to dust cloud layers under the normal clouds, only more damaging to hull and balloon than components. More like fire damage. The lower you got, the more damage you would take until it was unrepairable and you explode.

The interesting part is that it would be dangerous to pursue an enemy that low to make sure they stayed down.

(http://i.imgur.com/KU61hPm.jpg)




Title: Re: Map wish: The Heights
Post by: Omniraptor on May 13, 2015, 04:36:44 am
Would there be any hard cover at all on the map? Maybe giant npc airships like in the picture, moving in a pattern?
Title: Re: Map wish: The Heights
Post by: Richard LeMoon on May 13, 2015, 07:53:13 am
That is the idea, though most likely stationary. I threw those together out of a few other images and added them in (the original image is a clear sky with blueish clouds) to give a better idea of what I envision.
Title: Re: Map wish: The Heights
Post by: Saull on May 13, 2015, 02:21:36 pm
That last imagine just did it for me. Especially since co op mode may put some defense/assault base mechanic in the works.
Title: Re: Map wish: The Heights
Post by: Crafeksterty on May 13, 2015, 03:02:16 pm
Awesome realisation on the last image.
Title: Re: Map wish: The Heights
Post by: Richard LeMoon on May 13, 2015, 11:01:26 pm
For clarification, this would not be a huge map, though I suppose there could be larger versions with more sky stations. I am not sure how many clouds a single map can handle. That would be the real limit on the size of this map. After more consideration, I feel this would be one of the tallest maps, maybe a little larger than Canyon Ambush.


Actually, it would make a pretty sweet co-op as well, with enemies constantly rising or descending from random places in the clouds. No bottlenecks or known paths. Just the onslaught.
Title: Re: Map wish: The Heights
Post by: Saull on May 14, 2015, 03:22:12 am
Ever played the space fighter mission in halo : reach where you had to defend an armed docking station from other fighters and larger docking gunships? Something like that would be fantastic especially if the floating base had multiple components to protect. On a map like Heights a floating base would have to maintain its balloons as well as hull integrity. Could be more dynamic having to indentify and hit special enemy ai deployed for balloon popping
Title: Re: Map wish: The Heights
Post by: Indreams on May 14, 2015, 09:56:03 am
I kinda like the idea of a static cloud feature.

I can play a submarine! Submerge into the clouds, sneak up, fire, kill, and submerge again. Would do it with a squid or a junker.
Title: Re: Map wish: The Heights
Post by: Watchmaker on May 14, 2015, 10:44:36 am
The biggest limiter of using clouds is how expensive they are for the client to render.

This proposed map would spill the blood of many an innocent integrated GPU.
Title: Re: Map wish: The Heights
Post by: Indreams on May 14, 2015, 11:03:27 am
Well, instead of normal clouds, couldn't you do a, a, different cloud?

So, instead of rendering million clouds to make ceiling and floor, make one static cloud for each layer. Just a box of rectangular-ish polygons that move around a little (like water?)....  Just an idea.
Title: Re: Map wish: The Heights
Post by: Richard LeMoon on May 14, 2015, 05:56:32 pm
Thanks, Watchmaker. What is the highest number of clouds used in a current map, and what is their diameter? There could be some cheaty ways of designing this type of 'layered' map to use less clouds, but make it look like more.

Further ideas, well, more like explanations for this map tie into the existing lore of poisoned ground. The lower clouds could be literally toxic instead of storm or dust clouds. Since they are a different type of cloud, perhaps (game killing) flares cloud not be used past the top layer.

Hmmm..... interesting thought. What if, rather than filling the lower toxic layer with clouds, you did the opposite? Once you were below a certain height, just your ship would be surrounded by a few clouds. Like creating tar clouds in your path of movement. No other clouds would exist to your client. The same would happen to other ships. In effect, each ship would have its own bubble of clouds that could only bee seen by them (thus simulating Canyon Ambush.... everywhere you go). The only time you could see another ship is if they passed into your cloud bubble. Spectators would not have any 'toxic' clouds at all, so could see all the lower level action. Could possibly even utilize the water shader in some way.

Three problems solved at once. Minimal clouds (at least in the lowest toxic layer), no flare lag, and open view to spectators.
Title: Re: Map wish: The Heights
Post by: Watchmaker on May 16, 2015, 07:00:26 pm
My point being merely that we'd have to do something highly customized for such a map to work.  Yes, there are possible solutions.