Outpost Universe Forums

Projects & Development => GORF => Hall of Fame => Topic started by: Betaray on October 29, 2006, 02:58:12 PM

Title: Proximity Disaster Detection
Post by: Betaray on October 29, 2006, 02:58:12 PM
pretty simple, when a disaster is predicted by your computer, it will automatically tell if it will be near any of your buildings or units

I've always found it annoying to be warned about an earthquake happening on the other side of the planet, perhaps you could have it set so it will distinguish when a disaster is near you, and when its not, or just inform you about disasters near you

also, a nifty feature would be if a disaster is predicted on the path line of your moving units, it would automatically update the path to avoid the disaster
Title: Proximity Disaster Detection
Post by: Skydock Command on October 29, 2006, 02:59:28 PM
Sounds good. Will have to make it a reaserch.  
Title: Proximity Disaster Detection
Post by: Betaray on October 29, 2006, 03:06:08 PM
disaster prediction is already research, perhaps the path finding changer could be researched, but I don't see why it would take further research for the computer to say if a disaster is going to be near you or not, it already says where it is going to be

perhaps with storms, unless it spawns on top of your base it wouldn't tell, because it doesn't know what direction the storm will move in, but once it forms it could produce an additional warning if the storms path will eventually take it over your colony
 
Title: Proximity Disaster Detection
Post by: White Claw on October 29, 2006, 05:43:44 PM
I like the idea of being able to "filter" out some information. Make it more customizable like "Let me know if it is within X distance of my units/base".

Of course, knowing trend information for a location (heavily seismic) prior to establishing a forward base is good to know too. This would be a problem if the information were filtered out. (Unless you sent a scout to sit there for a while.)
Title: Proximity Disaster Detection
Post by: dm-horus on October 29, 2006, 05:46:46 PM
That makes no sense since OP2 already gives you precise coordinates of where disasters take place.
Title: Proximity Disaster Detection
Post by: Freeza-CII on October 29, 2006, 06:14:37 PM
I think he might mean a trajectory path (range for quakes) of where it might hit which would be nice but i see that happen after you get the edward up.
Title: Proximity Disaster Detection
Post by: lordly_dragon on October 29, 2006, 06:30:59 PM
Quote
That makes no sense since OP2 already gives you precise coordinates of where disasters take place.
True they warn you, but do you honestly care what is happening on the opposite of the map? I like this idea so far  :P  
Title: Proximity Disaster Detection
Post by: dm-horus on October 29, 2006, 09:01:51 PM
I see what he's saying. It would be pretty cool to have actual projections instead of "an earthquake just happened here. sure hope nobody died."
Title: Proximity Disaster Detection
Post by: White Claw on October 30, 2006, 07:19:03 PM
Mostly my point was if you filter out every information about every quake that doesn't happen near your base, it could be a problem for expansion.

If another area is hit frequently by quakes (say by an ore mine) but you never get warned, you might be tempted to put a full outpost nearby. Whereas you might not have done so if you knew it already got hit by a dozen quakes.

(I'm still not sure that made sense.)
Title: Proximity Disaster Detection
Post by: Chandler on October 30, 2006, 08:23:46 PM
Perhaps have it inform you of a quake, but not alarm? So instead of "Warning: Siesmic Event Detected" (/Iminent/etc), have it just say "Siesmic Event Detected" (/Iminent/etc), or maybe just inform yopu with the "Siesmic Watch Initiated", but then not warn you when its iminent or when it occurs unless you have units near there?

Also, are the Savants perfect siesmologists / vulcanologists / meteorologists? I know humans can never get it perfect, so IF the Savants can also make mistakes with their warnings, perhaps add that when will say "Siesmic Watch Initiated" it may not eventuate into a quake because they got it wrong?

On the other side of the coin, if they are perfect meteorologists - can the plot their predicted path of storms/vorticies and even lava when they are detected? Just another idea.

As for determing a good location for a base/Outpost, perhaps have an overlay (ALA Sim City), showing you the severity/frequency of disasters (either overall or a particular disaster - ie you don't care if there's meteors when you have MD, and same for Eruptions when you got lava walls...)
Title: Proximity Disaster Detection
Post by: Freeza-CII on October 30, 2006, 09:33:00 PM
so it will say HOLY s*** THERE IS A QUAKE! lol
Title: Proximity Disaster Detection
Post by: lordly_dragon on October 30, 2006, 10:45:50 PM
Our scientist are inacurate the quake striked in the middle of the base LAUGH!  :rolleyes: This idea sound really good overall we just need to set some boundary about it.

we could do a ''radius'' of X all around each unit/building and if a disaster occur/is predicted Y far (depend of the desaster a quake dont move...a vortex DOES) then the computer warn us.
Title: Proximity Disaster Detection
Post by: dm-horus on October 31, 2006, 10:39:28 PM
it would be cool to have a map overlay that shows a color-relief of various disasters. like if nothing happens in that area, its just the regular map, light disasters, its green, more disasters it gradually goes thru the spectrum to red.

that way it gives you a GRAPHICAL repesentation of problem areas so you can avoid them and not have to visualise in your head. it would just be pretty cool.
Title: Proximity Disaster Detection
Post by: White Claw on November 01, 2006, 07:17:46 PM
Like Freeza said, "Holy $***, there's a quake." The closer the quake is, the louder it yells at you!
Title: Proximity Disaster Detection
Post by: Freeza-CII on November 01, 2006, 09:10:57 PM
Quakes would use a Ring to show there influence

Storms would show a line for the path its going to follow

Meteors would show the impact  but not pinpoint it would give you a range of where it might fall say like 4 or 5 tiles ring.

Vortex This is the tricky one Now it has a random path so all you can really do is have where its going to start and then a radius of where it will end and any thing inside that radius has a possiblity of getting killed.

I would have to say most of this would have to happen after the Edward goes up.
Title: Proximity Disaster Detection
Post by: james239 on November 01, 2006, 11:31:02 PM
perhaps there could be a marker on the mini-map in the corner, so you can tell exactly where a disaster's gonna hit without having to search for exactly where the coordinants of the disasters are.

Edit: lol, thank you Freeza, I kinda wish I knew that earlier. you learn something new every day...
Title: Proximity Disaster Detection
Post by: Freeza-CII on November 02, 2006, 01:08:22 AM
When the Savant say Vortex warning you hit the space bar and your screen will go to where the disaster is going to form.
Title: Proximity Disaster Detection
Post by: Tellaris on November 02, 2006, 01:20:41 AM
For disasters, give about half a screen to a full screen space.   Any closer, and you are almost guaranteed a hit.   For Quakes and Vortexes anyway, but those are also the only two that really matter.   Most meteors are not fatal, and storms are more annoying then deadly.   The big bad thing you actually have to worry about is Blight and Lava.
Title: Proximity Disaster Detection
Post by: lordly_dragon on November 02, 2006, 07:13:08 AM
Quote
it would be cool to have a map overlay that shows a color-relief of various disasters. like if nothing happens in that area, its just the regular map, light disasters, its green, more disasters it gradually goes thru the spectrum to red.

Not every section of a planet have the same type of disaster (like in earth). We could have a tab that for different disaster. togle them on/off would give you a ''aproximate'' of what can strike here and HOW often. The only exception IMO would be the meteor.

For example Vortex are more likely on earth to come on central region. Storm occur on a mutch wider range.

I don't know what you think about that idea?
Title: Proximity Disaster Detection
Post by: Rags on November 15, 2006, 08:15:30 AM
My lord, to you really feel that we should go into that much detail?
How are we going to know which area is central etc the screen shows a flat map.
Title: Proximity Disaster Detection
Post by: White Claw on November 15, 2006, 07:18:24 PM
Eh?  :blink:  I don't understand...
Title: Proximity Disaster Detection
Post by: Sirbomber on November 15, 2006, 07:30:02 PM
Maybe, instead of completely filtering the warnings out, they just don't have a Savant warning?

So it would still say "ALERT: Quake expected at x, y" in the communications log but have no voice warning.
Title: Proximity Disaster Detection
Post by: Chandler on November 15, 2006, 08:19:29 PM
Quote
Maybe, instead of completely filtering the warnings out, they just don't have a Savant warning?

So it would still say "ALERT: Quake expected at x, y" in the communications log but have no voice warning.
Exactly
Title: Proximity Disaster Detection
Post by: Freeza-CII on November 15, 2006, 10:22:06 PM
i would have that optional.
Title: Proximity Disaster Detection
Post by: Rags on November 15, 2006, 10:40:36 PM
white claw, i was reffering to our Lord's (aka lordlydragon's) post that

Quote
Not every section of a planet have the same type of disaster (like in earth). We could have a tab that for different disaster. togle them on/off would give you a ''aproximate'' of what can strike here and HOW often. The only exception IMO would be the meteor.

For example Vortex are more likely on earth to come on central region. Storm occur on a mutch wider range.
Title: Proximity Disaster Detection
Post by: Chandler on November 16, 2006, 08:26:24 PM
Quote
i would have that optional.
of course, but it would be a great feature. as would the overlay system.
Title: Proximity Disaster Detection
Post by: Betaray on November 16, 2006, 08:52:49 PM
something as simple as the savant taking on the message "warning this is close to your colony" would work, any other ones just wouldnt have that extra message
Title: Proximity Disaster Detection
Post by: White Claw on November 18, 2006, 11:58:33 AM
Rags - I know which post you were replying to. I just didn't understand what you meant.

The additional message might work the best because it would be easy to program and could actually be customizable. i.e. The user can input a proximity range. If you put in 0 (or -1) then it would disable the proximity warning and would function in the classic style (for Freeza  ;) )
Title: Proximity Disaster Detection
Post by: Skydock Command on November 18, 2006, 05:08:41 PM
Hahaha, sounds good :D