Long Patrol Patterns to provide variability to maps?
Posted: Sat Oct 26, 2002 12:07 pm
I just finished up the REVENGE 1 scenario by Max-Violence.
I thought of an idea to improve that scenario, and am wondering if it is any good.
:idea: Once you have worked through one part of a map, the place doesn't change, and can safely be moved through after that. How about using very long patrol patterns to create a return presence in such areas?
Using REVENGE 1 as an example, there is an underground area and a surface area. You clean out the underground one first, then use it as a convenient way to safely move from one part of the map to another.
Suppose you created a group of surface patrolers whose path SOMETIMES caused them to go into the underground area. Use waypoints 1 and 2 above ground with a 90% chance when getting to 2 the guy heads back to 1. But 10 % of the time the guy heads off to waypoints 3-to-99. That way the initial population of patrollers would slowly "LEAK" down into the the other part of the map. Those who didn't would still be in play when the player gets to the surface level of the map.
Many of the maps in basic FoT could benefit from this, as you tend to end up working over a map like mowing a lawn, do the area once and don't worry about it again.
So I am curious if anyone has experimented with VERY LONG waypoint complexes that cover an entire large map? What happened when you tried to play it? :
Judge_Iceberg
I thought of an idea to improve that scenario, and am wondering if it is any good.
:idea: Once you have worked through one part of a map, the place doesn't change, and can safely be moved through after that. How about using very long patrol patterns to create a return presence in such areas?
Using REVENGE 1 as an example, there is an underground area and a surface area. You clean out the underground one first, then use it as a convenient way to safely move from one part of the map to another.
Suppose you created a group of surface patrolers whose path SOMETIMES caused them to go into the underground area. Use waypoints 1 and 2 above ground with a 90% chance when getting to 2 the guy heads back to 1. But 10 % of the time the guy heads off to waypoints 3-to-99. That way the initial population of patrollers would slowly "LEAK" down into the the other part of the map. Those who didn't would still be in play when the player gets to the surface level of the map.
Many of the maps in basic FoT could benefit from this, as you tend to end up working over a map like mowing a lawn, do the area once and don't worry about it again.
So I am curious if anyone has experimented with VERY LONG waypoint complexes that cover an entire large map? What happened when you tried to play it? :
Judge_Iceberg