Posted: 2007-02-19 12:57am
I've been giving some thought to the effects of terrain, and I realized that not only are people not exploiting it as much as they could, I've never seen a game designer even try to give real depth to Terain as an element of RTS games. What I have seen are:
1. Higher Ground as cover. This was kinda cool back when I first played Starcraft.
2. Negative/light/heavy cover in Dawn of War. A good effort, but it seemed like the only cover in the world was found at the bottom of a crater.
3. Impassible terrain. Those places that you can never ever send any units ever that don't fly.
Now, there are even fewer actions one can take that interact with Terain. Offhand, the only one I can remember is Entrenching from Rise of Nations, and that was just a General ability that could only be preformed on your own territory.
Now, some ideas to change some of that are laid out. Someone mentioned Cover, Concealment and altering line of sight. I'd like to add spead changes as well, but that might just be me. Different troops would get different benifits from different terain. A ranger/scout unit might get more cover, command longer line of sight, and be harder to see in a given terrain area than regular infantry. On the other hand, specilized combat engineers would have bonuses to the entrenching, and lay down things like tank traps and other obstacles. Trees would have a bonus to cover, and provide material for building your foxholes up with, but it would also provide a deadly rain of splinters when your unit comes under fire from arty or missiles. Flat grassland might be easy to dig into and move across, but it's also Tank country and they can rule your ass if you just dig in normally. Mountain areas might look impassible, but a diligent effort can find a path that a few units might be able to slip through. Hills block line of sight, but units on top of them can se and be seen at great distance. shallow water slows you down, but can be decent cover even if it can occasionally immobilize a vehicle in it. Hard rocky ground has minimal cover and takes longer to dig into. And so on. It's really quite logical and not difficult at all.
1. Higher Ground as cover. This was kinda cool back when I first played Starcraft.
2. Negative/light/heavy cover in Dawn of War. A good effort, but it seemed like the only cover in the world was found at the bottom of a crater.
3. Impassible terrain. Those places that you can never ever send any units ever that don't fly.
Now, there are even fewer actions one can take that interact with Terain. Offhand, the only one I can remember is Entrenching from Rise of Nations, and that was just a General ability that could only be preformed on your own territory.
Now, some ideas to change some of that are laid out. Someone mentioned Cover, Concealment and altering line of sight. I'd like to add spead changes as well, but that might just be me. Different troops would get different benifits from different terain. A ranger/scout unit might get more cover, command longer line of sight, and be harder to see in a given terrain area than regular infantry. On the other hand, specilized combat engineers would have bonuses to the entrenching, and lay down things like tank traps and other obstacles. Trees would have a bonus to cover, and provide material for building your foxholes up with, but it would also provide a deadly rain of splinters when your unit comes under fire from arty or missiles. Flat grassland might be easy to dig into and move across, but it's also Tank country and they can rule your ass if you just dig in normally. Mountain areas might look impassible, but a diligent effort can find a path that a few units might be able to slip through. Hills block line of sight, but units on top of them can se and be seen at great distance. shallow water slows you down, but can be decent cover even if it can occasionally immobilize a vehicle in it. Hard rocky ground has minimal cover and takes longer to dig into. And so on. It's really quite logical and not difficult at all.