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In a normal RTS game, defensive buildings can be built next to each other, far away from each other, any positions you desire, and the defense will neither be overpowering nor a waste of money. But if this approach of defensive-buildings next to each other is used in S.A.D. (like it used to be), this causes problems for three reasons:1. The range of defenses is square, not circular.2. You can only control one unit. The issue is when defense is stacked together, the amount of damage increases expotentially rather than by a set amount. The thing that's important is that by your enemy being able to control just one unit, two defensive buildings placed next to each other could be a waste of money, but three placed next to each other would be just the right amount, and four placed next to each other would be way too cheap. I can't explain this better without a diagram, but the point is, one unit at a time is not a cost-effective way to take out defense this way.3. You control your unit manually, and can move/fire in only 8 directions. This means although there are places you could move to avoid being hit by more than one defensive structure (like in a standard RTS game) it can be tedious and, in some cases, impossible.So the idea is to try to work out defense so that the only way a unit can be hit by multiple defense is by not scouting the area first and, therefore, making a careless move. Then it will be much easier to design defense so that it is not too cheap and not too expensive.The method used to help with balancing defense (for a cautious player) is preventing defensives buildings from being built so close together.The first image is a diagram of the area around a typical Point Defense Structure. The range is 3 vertically, horizontally, diagonally, etc. away from the point defense. (Black color wherever possible) The red is each 16x16 area where you cannot put a second Point Defense, because there is some area where a player could be hit by dual fire even with extreme caution. The yellow indicates where Universal Defense cannot be built (but you CAN put standard point defense in that area)...if Universal Defense covers 4 yellow squares (as opposed to 1, 2 or 3 yellow squares), there would be some area where a player would be hit by dual fire even with extreme caution. Any black or white squares means defense can be placed in that area. In addition, Universal Defense can be placed on a 32 x 32 area if it isn't on top of 4 yellow squares. There are some red squares where Universal Defense cannot be built, but I have to work on thatThe second image is a diagram of the area around a typical Anti-Air Structure. The concept is the same, but the blue represents where you cannot put a second AA defense. There are some blue squares where Universal Defense cannot be built, but I have to work on thatWith this in mind, AA Defense and Point Defense can be built right next to each other without any issues.The last diagram is the area around a typical Universal Defense Structure. The range is 4 vertically, horizontally, diagonally, etc. away from the Universal Defense. (Black Color wherever possible). The green represents a 16 x 16 tile where you cannot put Point Defense or AA Defense. The yellow indicates where Universal Defense cannot be built (but you CAN put standard point defense in that area)...if Universal Defense covers 4 yellow squares (as opposed to 1, 2 or 3), there would be some area where a player would be hit by dual fire even with extreme caution. The purple squares are additional Universal Defense no-nos, as well as areas where you cannot put AA Defense or Point Defense.So if a player is careful, this system prevents overpowering of defense...if defense gives you more than your money's worth, it's the enemy player's fault, not yours.By the way, this might be the best time to say that the cost of ships and buildings is subject to change when we find out how fast money comes in from refineries. If money comes in quickly, units will be more expensive. If it comes in slowly, units will be cheaper.This also might be the best time to say that Universal Defense cannot be harmed by a Degruser's Photon Torpedoes.
In Starcraft, there are newer players who will just fill their entire base with cannons. In this case, it can get near impossible to get through if the enemy isn't that great (for example if he forgets that he can just use long-range units)
Is it possible to have an option that would show up on calcs with xRam to "Use Ram or xRam"?
I have a progress update, but I want to start by answering ztrumpet's question:QuoteIs it possible to have an option that would show up on calcs with xRam to "Use Ram or xRam"?We're probably going to have two versions of S.A.D.--one for regular ti-83+, and one for Ti-83+ SE and Ti-84+. The latter will use the extra ram, as well as 15 MHz mode unless playing against a regular ti-83+.
What will you do about newer 84s that don't have the full xRam? Are you only using a small portion of it? If so, then it will work on the new calcs, but you already knew this