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Tunneling
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JavieRxD
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« on: December 26, 2006, 04:57:10 pm »

I know CoonDawg has suggested tunneling, and I won't say I agree or disagree, but I'm just giving a thread that could help at that if used: http://www.forumplanet.com/RPGPlanet/memw/topic.asp?fid=14159&tid=1719230. Lots and lots of underground ideas for BFME2 that could be implemented here.
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The Dead Player
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« Reply #1 on: December 27, 2006, 01:09:12 pm »

Yeah indeed we can find a lot of really good idea in this community, and in some others communities, I think that we will able to build a great game on the engine, and that thanks to awesome ideas that players, amateurs have in the game world!
So, the hardest thing is to build the engine, to find the people who have experience with a such project, people qualified.
Anyway thank you for this link Wink
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Solinx
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« Reply #2 on: December 30, 2006, 12:41:32 pm »

Yes, thank you for the link Javier Smiley

TDP is right, there are a lot of communities that have great ideas, ideas we will be looking out for during the process.

Solinx
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"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
Darvin
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« Reply #3 on: January 04, 2007, 08:51:27 am »

I think tunnelling is best left out of things.  It doesn't fit Nisyrra, Tharwain, Varnost, or Caeluin very well, and Balkurn already has by far the most complex, detailed, and powerful base concept out of every faction.  I think it's a good idea to have building interiors (not overly detailed), but tunnels I dislike.

I wouldn't mind an obvious and short tunnel as a natural feature, but nothing a player can build.
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2playgames
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« Reply #4 on: January 13, 2007, 03:41:07 pm »

on top of that it would be such a hard thing to do technically
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Fargledum
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« Reply #5 on: July 06, 2007, 05:33:04 pm »

I like the idea of "building interiors". It would be cool to see a fight inside a building. To further the concept, I think it would be interesting if caves were to have interiors like buildings, though the would be limited and would not delve too deep.
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Es ist noch dasselbe der alte Eiserne Tor wille Bruch!
Darvin
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« Reply #6 on: July 06, 2007, 06:24:51 pm »

The trouble with caves is that we'd have to work with layers.  That is, a battle could be going on the surface above the cave and below at the same time.  It's difficult enough to manage an underpass and overpass, but this might get difficult for a player to keep track of.

I think building interiors would be really cool, but they'd have to be extremely simplified.  I think given the massive density of a Balkurn base, a building interior is necessary for them.
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2playgames
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« Reply #7 on: July 06, 2007, 06:36:47 pm »

caves aren't hard to make, an example is the "Shelob's Lair" map in BFME.
building interiors would be a bit harder though, not technically, but because of scale issues
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Darvin
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« Reply #8 on: July 06, 2007, 10:27:23 pm »

That kind of cave is easy, but consider a cave underneath a mountain pass, where a unit could be literally on top of the caves.

Of course building interiors would need simplifications, but I think it wouldn't be overly hard to do.
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Fargledum
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« Reply #9 on: July 15, 2007, 08:40:30 pm »

Remember, the caves I theorized would be small. At most, a handful of units could actually go into the cave. If the cave happens to be a transit under otherwise impassable terrain, it could be handled like a Dwarven mine shaft, where units pop instantly out the other side.
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Es ist noch dasselbe der alte Eiserne Tor wille Bruch!

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