6S.Manu |
02-22-2012 11:41 AM |
Quote:
Originally Posted by csThor
(Post 392927)
Hey, you gave me that opening. ;)
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But I've never said I like mindless fight and furball...
Quote:
Originally Posted by csThor
(Post 392927)
Simple: You don't. Map size isn't the issue here, it's the setup of the mission(s). With "so few" people engaged you limit the area of operations - problem solved. The issue of too small maps is that they limit the flexibility and the scope of the missions that can be built on them.
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Of course, the right rules can solve that issue... maybe a "restricted area" warning like the one on the RO series. There needs to be a function inside the mission code. Otherwise you know that "smart" people will always find a way to go around that rule (flying on the border for example).
Quote:
Originally Posted by csThor
(Post 392927)
See above. The mission setup is a big part of the equation but generally speaking large maps can be used only partially by limiting the area of operations, too small maps cannot be made larger. Simple.
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And what if the map size does shape engine performance?
It's a quantity vs quality matter: if I have to fly in that airspace (because of rules) why the developer has to model correctly places that I'll never fly above in those missions.
Look I don't know how the CloD's map affect the performance of the game, but when people say about WoPlanes or the old WoPrey that the terrain is good BECAUSE the map is small... then I 100% prefer that small map.
And please, can we stop to aim at the poor performing PCs as "old rigs": if all the newest games run quite well EXCEPT CloD probably it's not the PC, it's this application and the way it's been developed.
If WoPlanes, a MMO as like to say, will simulate at the same time many fights and encounters over a bigger strategical map giving us only a fraction of it (as the channel map was composed by 10 different maps, one for sector of operation), I'm all for it...
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