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Daemonkid

Base building.

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So I had a thought for base building. 

We all know rocket said adding more objects to the game world would decrease server performance.

So, maybe we should take a page from Wasteland.

With proper tools we should be able to remove objects from the world, say a fence. 

I use a hammer, and I dismantle a wooden fence. The fence is removed from the game world, and next to that fence spawn a board pile. 

The board pile has to be carried in your hands, and you walk slower. It can be loaded into vehicles and then taken out after where you want to build.

You put the boards back on the ground, and you can use those boards as resource for building say, a single wall barricade. 

 

This way there is no extra objects in the world, because for every player built object, 1 was removed from the world.

 

What do you guys think?

 

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The engine can. Have you ever played Arma 2 Wasteland? I'm thinking something along the lines of that system but improved and refined.

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It won't work because (as long as I understood you) you would like to change elements of the map. Which means map should change from being static to dynamic. Which means more computing power is necessary to keep track of what is where and in what state

Edited by yogi92

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No, objects that already ingame, fences walls. That sort of thing. Say a small wooden picket fence by a house. I remove that fence, it spawns an object that acts as a resource. I then move that board pile to where I want to build a small wall,  from there 1 object is removed from the world, and another is created in its place, and in this scenario that fence was removed so I could build a small wall. It's remove 1 object, create another in it's place, so that there are never more objects in the world. 

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I see what you mean. The thing is, that map (I think) is pretty much one giant object, with some dynamic parts like doors. If you want to remove fences or stuff, you would need to "extract" them from the static map and turn them into dynamic, separate objects. And this requires hardware performance.

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