Back on the Dwarves Aglarond thread, a discussion came up about tunnels. Yep, tunnels ...
There are two long posts, one by myself and one from Omega on this on that thread. They start with a suggestion by Bloodwurm, quoted on my first reply to it,
here - also a link by Psychedelic_hands to an older similar discussion; he did mention there was more thought put into this one, though.
Link to Psychedelic_hands thread on Tunnels for GAE:
https://forum.megaglest.org/index.php?topic=7026.0So, if you want to seriously consider this, please take a look at those two posts by myself and Omega first. I'm moving it down here 'cause Dwarves Aglarond isn't even specific to GAE yet; and now Project Red is up, once I finish the engine-independent work on the faction, any GAE specific stuff should be put in that project (the two "factions" have already shared stuff forth and back).
And besides this goes well beyond only the Dwarves faction.
So, "continuing" the discussion started on the Dwarves faction:
1. Option 1 by Omega is based on my rant about modelling air units above ground and thus you might as well model them to be underground. I think the way to go here would be an adaptation of the
walls mechanics. Put simple:
1.1. If the walls mechanics were fully implemented
and the engine allowed them to be "built" upside-down to the underground, it would be easy to place the "tunnelers" on it, walking.
1.2. The building of the wall/tunnel might be acomplished by simply modelling the tunnelers under ground zero.
1.3. This specific kind of wall/tunnel would be both unattackable as well as unable to prevent passing-through fo units on the surface.
1.4. "Flags" could be used to mark tunnelers / other-tunnel-walking-units' locations in the tunnel. Similarly, some kind of dotted line or such might be used to mark the tunnels/walls "path" on the surface.
1.5. There is the problem of the "unwalkable" zones. Tunnels should be free to go under trees. But what about deep water, possible large rocks whose surface might be like the tip of an iceberg?... Easy sollution would be to make them all walkable, not so bad either... Just take care to model a 3D wall that will look good if seen inwater somehow...?
1.6. Combine the Walls mechanics with the in-development
Cloaking mechanics and there should be no problem of surface units attacking underground ones. Units that can see cloacked units - I think that can be defined in their XML's so... No problem here.
1.7. The reverse problem kinda remains? How to prevent the underground units from attacking surface ones (til they get out of the tunnel of course)? I mean... tunnel-building units might just not have an attack skill, but what about the units that you actually want to pass through the tunnel to attack the foe when they get out? Sollution engine-end only (i.e. feature request needed)? Pls. see Omega's post for thoughts.
2. Option 2 comes from using
Teleportation to achieve this.
2.1. Teleportation teleports possibly anywhere. Issue 1: how many tunnels are you going to have? Issue 2: Are they all premade? We are talking "endpoints"
2.2. Even if the tunnels are already premade... the units don't just walk them instantly. You need teleportation with a delay. Again, Omega was thoughtful on this, even beyond my simple "use a kind of cast-time to
teleport/walk though the tunnel". Please take a look at his post on the Dwarves faction.
So rephrasing 2.1 and 2.2:
2.1. We need to have
endpoints, NOT the ability to teleport from anywhere to anywhere!
2.2. We need to
delay the teleportation - 'cause in this case we are NOT teleporting, just using its mechanics to seemingly move an unit underground, unseen by the enemy from one location to the other. Again...
underground, NOT just stealthed, forced to circle trees and such.
And:
2.3. While underground, some kind of flag to "see" that some units are, well, undeground, would also be useful. Placed somewhere in a straight line between start and end points, possibly.
2.4. The possibility of endpoints being destroyed by the enemy was looked upon by Omega.
So, what do you think? Possible to adapt the Walls / Cloaking / Teleportation mechanics to implement Tunnels?
Furhter engine development needed, besides that already planned?
Or time to open new tickets? Worth it even?
Speak thy mind!
EDIT; Added link to Psychedelic_hands prior thread on this subject.