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Adding a third axis.
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Topic: Adding a third axis. (Read 6344 times)
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RubixCubed
EIR Veteran
Posts: 98
Adding a third axis.
«
on:
July 11, 2009, 12:00:29 pm »
I know this is not part of the orginial company of heroes but I was wondering if the devs would consider adding the Z axis(height) into this game. In other terms giving units advantages at higher ground. Aside from capturing key buildings and territories we can have key cliffs for artillery, tanks, and snipers to reign down on the enemy. Although you probably would like to stick with the original company of heroes I think this would add some more strategic gameplay. I do see some flaws with my idea because in company of heroes its hard to spot "the higher ground" for example ANGOVILLE which the center road is actually lower ground which I couldn't figure out after playing with the camera.
Tell me what you think
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Baine
Steven Spielberg
Posts: 3713
Re: Adding a third axis.
«
Reply #1 on:
July 11, 2009, 12:03:35 pm »
The question is, is it doable in this game.
Then again, all maps would have to be remade, well not all.
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crimsonrabbit
EIR Veteran
Posts: 380
Re: Adding a third axis.
«
Reply #2 on:
July 11, 2009, 12:08:41 pm »
oh wait, i didnt read that right. LOL sorry about that.
«
Last Edit: July 11, 2009, 01:21:21 pm by crimsonrabbit
»
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Sach
EIR Veteran
Posts: 1211
Re: Adding a third axis.
«
Reply #3 on:
July 11, 2009, 12:09:46 pm »
Even if it was doable you are talking about revolutionising the whole gameplay of CoH.
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Jazlizard
EIR Veteran
Posts: 691
Re: Adding a third axis.
«
Reply #4 on:
July 11, 2009, 12:10:48 pm »
Not sure if it revolutionizes it but it sure adds a whole new dimension!
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DasNoob
EIR Veteran
Posts: 3430
Re: Adding a third axis.
«
Reply #5 on:
July 11, 2009, 12:10:59 pm »
Quote from: crimsonrabbit on July 11, 2009, 12:08:41 pm
but then they are going to have to add a third Allied faction.
Give them the French, lol.
Read the post, before you post.
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Sach
EIR Veteran
Posts: 1211
Re: Adding a third axis.
«
Reply #6 on:
July 11, 2009, 12:13:07 pm »
well imagine an EIR with no cover system or no suppression then adding it and how much would change.
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Scyn
EIR Veteran
Posts: 1011
Re: Adding a third axis.
«
Reply #7 on:
July 11, 2009, 12:14:13 pm »
My head hurts after trying to fathom how it would be done.
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Baine
Steven Spielberg
Posts: 3713
Re: Adding a third axis.
«
Reply #8 on:
July 11, 2009, 12:45:02 pm »
They would probably have to add somekind of new cover, with offensive bonuses, given by higher areas everywhere.
Quote from: crimsonrabbit on July 11, 2009, 12:08:41 pm
but then they are going to have to add a third Allied faction.
Give them the French, lol.
LOL you noob, i knew someone wouldn't understand this
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Avalanche
EIR Veteran
Posts: 389
Re: Adding a third axis.
«
Reply #9 on:
July 11, 2009, 01:23:54 pm »
well its ur wording, u should say third dimension not axis. and besides, height axis is traditionally the y axis, with z axis being the depth. but coh is a almost top down game, so y axis represent coordinate along with x.
and like u said, it is difficult to spot terrain altitude, unless every unit displays an altitude meter above their head.
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CommanderHolt
EIR Veteran
Posts: 600
Re: Adding a third axis.
«
Reply #10 on:
July 11, 2009, 01:39:18 pm »
I don't think it possible, wouldn't this be essentially rewriting the game engine?
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Adding a third axis.
«
Reply #11 on:
July 11, 2009, 02:07:32 pm »
CoH only has the coding in it to give extended sight radius to units atop an elevation.
At least, it says so in corsix, and I honestly doubt if it even works.
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Illegal_Carrot
Global Moderator
Posts: 1068
Re: Adding a third axis.
«
Reply #12 on:
July 11, 2009, 03:08:30 pm »
Quote from: Mysthalin on July 11, 2009, 02:07:32 pm
CoH only has the coding in it to give extended sight radius to units atop an elevation.
At least, it says so in corsix, and I honestly doubt if it even works.
I'm pretty sure it does. I've seen units on hills and such have much longer sight range than they should otherwise (ie the hill/forest area on the bottom-left of Crossroads.
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Two
EIR Veteran
Posts: 2079
Re: Adding a third axis.
«
Reply #13 on:
July 11, 2009, 03:21:58 pm »
crossroads has a cliff above the mansion :O
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Ununoctium
EIR Veteran
Posts: 1256
Re: Adding a third axis.
«
Reply #14 on:
July 13, 2009, 01:52:17 pm »
Quote from: Jazlizard on July 11, 2009, 12:10:48 pm
Not sure if it revolutionizes it but it sure adds a whole new dimension!
Lame jokes ftw
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Tymathee
Donator
Posts: 9741
Re: Adding a third axis.
«
Reply #15 on:
July 13, 2009, 03:08:13 pm »
Quote from: Illegal_Carrot on July 11, 2009, 03:08:30 pm
Quote from: Mysthalin on July 11, 2009, 02:07:32 pm
CoH only has the coding in it to give extended sight radius to units atop an elevation.
At least, it says so in corsix, and I honestly doubt if it even works.
I'm pretty sure it does. I've seen units on hills and such have much longer sight range than they should otherwise (ie the hill/forest area on the bottom-left of Crossroads.
i dont see that much but i'd love for that to be the case, then gaining the high ground actually gives you something other than being able to have the terrain block shots. there should be either an accuracy buff, range buff or sight buff with higher terrain or all.
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RikiRude
Donator
Posts: 4376
Re: Adding a third axis.
«
Reply #16 on:
July 13, 2009, 05:07:10 pm »
I don't think it can be done. I actually talked to someone from Relic ages ago about this.
They said the reason they opted to take it out is because one thing, the default camera view doesn't allow you to see the height in most cases. Like there are a lot of hills and valleys, but you can't really see them.
pretty much he said since the "common" player wouldnt take the time to move the camera around and see where the height advantage places are it would be too confusing. Many other variables as well, I wish I could remember what website it was off of.
Anyone remember DemonicSpoon? it was a site I believe we admined on, maybe like planetcoh or something... ill see if i can figure it out and remember my password and grab the actual email.
I brought it up because I thought it would be cool if when you were on a hill and you scored a shot on a tank on top of the turret it would give you extra damage.
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spinn72
EIR Veteran
Posts: 1802
Re: Adding a third axis.
«
Reply #17 on:
July 13, 2009, 06:02:46 pm »
it would be cool but the problem is heightmapping would have to be very drastic (i.e up to like 25-30m up) to work and the camera would have to be changed even moreso. for the regular CoH it would be nearly impossible, Authie already goes to a crazy height.
It can be done, i just don't think it should be really done ATM. It would mean a whole new strategic advantage to take a hill, giving the player near insane range with anything, particularly MGs and ATGs.
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Tymathee
Donator
Posts: 9741
Re: Adding a third axis.
«
Reply #18 on:
July 13, 2009, 06:47:53 pm »
Riki, that reasoning if that was really a dev is total bullcrap. If you go up on a hill, you don't need to see the hill to know that you're up higher, once you go up higher, if there's a sight icnrease, even the slightest, you'll notice it and udnerstand that you may have the advantage there. I just think they didn't want to do it or there were limitations. I've talked to many types of devs and sometimes, they just don't wanna do the extra work, they do all that they need to get done but won't go that extra bit cuz they're already getting paid, it's not a labor of love, it's a labor of $$$.
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RikiRude
Donator
Posts: 4376
Re: Adding a third axis.
«
Reply #19 on:
July 13, 2009, 07:04:45 pm »
its true man, go in game, from the default camera view a hill looks like its only 10 feet higher then everything else. move the camera to a low position and you will notice the will is 50 feet tall.
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