Author Topic: Bad Paths Generated by Drag and Drop  (Read 5764 times)

DeathByNukes

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Bad Paths Generated by Drag and Drop
« on: November 07, 2009, 04:10:16 AM »


I suggest that while picking the shortest path you have the path finder consider paths crossing enemy asteroids to be longer than they would otherwise be. (add some constant to the calculated distance for each enemy asteroid etc)
Another way would be allowing us to trace our own path by holding down CTRL and dragging across each asteroid.

EcoMaster21

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Re: Bad Paths Generated by Drag and Drop
« Reply #1 on: November 08, 2009, 11:14:01 AM »
Path-tracing would be simply spectacular. Then, Alex and Rudolf don't have to constantly debate whether paths should simply be shortest or safest :) Let the player make the call!

PONTO

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Re: Bad Paths Generated by Drag and Drop
« Reply #2 on: November 08, 2009, 06:51:30 PM »
I agree that the paths through enemy asteroids should be used only as a last resource. However, I disagree with the path tracing thing, because you're always going to prefer the most efficient path, anyway, right? And it would take much more time if you have to do that everytime you want to move your seedlings.

DeathByNukes

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Re: Bad Paths Generated by Drag and Drop
« Reply #3 on: November 08, 2009, 08:03:52 PM »
Other possibilities:
  • Have a modifier key that switches it between most efficient and safest.
  • Have it take into account how fast the seedlings you're moving are, how many enemies are there, how strong they are, and how big the asteroid is. (Because size determines how long they will be on it before jumping to the next.)

And it would take much more time if you have to do that everytime you want to move your seedlings.
It's better than moving them along the path manually every time like we have to right now..
« Last Edit: November 08, 2009, 08:08:52 PM by DeathByNukes »

EcoMaster21

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Re: Bad Paths Generated by Drag and Drop
« Reply #4 on: November 09, 2009, 08:05:44 AM »
I agree with DeathByNukes. I would much prefer taking the time to draw my path as opposed to sending my seeds through a deadly enemy planet. I think the best way to do this would be to hold down a key to enable "tracing mode", allowing the player to then draw a path.

Though, this causes the player to use the keyboard. If that can be avoided, it should be.

Alex

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Re: Bad Paths Generated by Drag and Drop
« Reply #5 on: November 09, 2009, 07:23:40 PM »
I like the tracing idea.

PONTO

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Re: Bad Paths Generated by Drag and Drop
« Reply #6 on: November 10, 2009, 05:08:38 AM »
Perhaps add an "automatic path tracing" option on the menu? ;)

HKK

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Re: Bad Paths Generated by Drag and Drop
« Reply #7 on: November 10, 2009, 05:17:15 AM »
Or just use right-click: Once you have dragged your selection circle to the number of seedlings you want, you release the left mouse button (how it is now). Then, when you left-click on an asteroid, it will auto-route the path, if you left-click an asteroid, it will add that to the movement queue.

Hm, reading that again i just described waypoints...
But i think this method will put less strain on your finger instead of having to hold down the mouse button and trace over asteroids.

Regards,
~HKK

DeathByNukes

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Re: Bad Paths Generated by Drag and Drop
« Reply #8 on: November 10, 2009, 08:49:29 AM »
If you traced over an asteroid that's not directly next to the previous one, it would have to auto trace the path between them.

Then, when you left-click on an asteroid, it will auto-route the path, if you left-click an asteroid, it will add that to the movement queue.
huh?