Exploring Dynamic Wreck Interactions in Sanctuary Shattered Sun

Al

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In the evolving landscape of real-time strategy games, the in-game environment is often overlooked but plays a crucial role in both aesthetics and gameplay. One intriguing concept for Sanctuary Shattered Sun is the treatment of wrecked structures and units. Let's consider various ideas surrounding the interaction with wrecks, considering both visual appeal and strategic implications.

Blocking Pathfinding with Wrecks:
Contemplating the choice between allowing units to drive through wrecked structures or blocking pathfinding raises essential gameplay considerations. While blocking paths may add realism, it could potentially disrupt strategic movements. Striking a balance is crucial to prevent excessive pathfinding issues.

Dynamic Effects on Wreck Interaction:
One possibility is that when units drive through wrecked structures, an effect would play to simulate the unit puncturing the structure. This not only enhances visual immersion but also maintains a level of realism in the game world.

Breaking Structures into Pieces:
Taking the above one step further, another suggestion would be units breaking wrecked structures into smaller pieces upon interaction. This dynamic response could add a layer of complexity, both visually and strategically, as players navigate through the aftermath of battles.

Terrain Deformation and Unit Interaction:
Consider a situation where units not only interact with wrecked structures but also reshape the terrain. By driving over wrecked units, they could act as makeshift ramps, potentially allowing for creative terrain deformation. This innovation could open up new strategic possibilities, like building ramps up cliffs using fallen units.

Unit Size Matters in Wreck Interaction:
Considering the size of units in wreck interactions, we could have a situation where larger units can crush wrecked structures into pieces that can be reclaimed, while smaller units cannot walk through structures and must navigate around them. This approach adds a layer of realism based on unit size and maintains a balance between strategic options.

What would be your choice? Should wrecks block unit movement or should units be able to drive straight through them? We can assume that if a unit hovers or flies in can possible overcome the wrecked building, but tracked vehicles or walkers would be blocked. T4 and T5 units should be able to obliterate anything in their path.​

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Wrecks blocking pathfinding would be a nightmare for me, especially since game focuses so much on grand scale of the battle and quantity of units, so there are gonna be a lot of wrecks. The idea sounds great, but it is a wild card that can ruin your win randomly in some cases.

Ramp from wrecks? How do you even imagine that?you need and extremely large unit that is completely flat on top, because nothing would be able to really use it except walkers, and it was said before that some units with legs may get an ability to climb hills and mountains. The only unit I know of that can be used like that is EDA Harvester.

For the visuals of wrecks changing when interacted with I agree, it would definitely be good too look at, but I think it shouldn't change the reclaime value of a wreck unless it is being shot with a weapon.
 
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Ramp from wrecks? How do you even imagine that?you need and extremely large unit that is completely flat on top, because nothing would be able to really use it except walkers, and it was said before that some units with legs may get an ability to climb hills and mountains. The only unit I know of that can be used like that is EDA Harvester.
Hmmm , but thinking right now, it could be a cool unique feature of this unit, just definitely not a priority to add
 
Yea, this is why I said unless it is hit by a weapon
Because being run over doesn't do ant damage to material itself, it would still be there, just pressed into the ground. Explosions on the other hand would be breaking it into pieces and scattering around
 
Ya. Sorry. I misread.

So let me ask, hit by a weapon or crushed by an experimental?
Being crushed by experimental wouldn't really do anything, just would push it into the ground. Material is still there on place and can be reclaimed
 
Being crushed by experimental wouldn't really do anything, just would push it into the ground. Material is still there on place and can be reclaimed
And not leaving reclaime would kinda be bad and illogical, since devs said that experimentals with legs will have procedurally generated movement and so would try to crush a unit in range with their legs and it would be kinda lame if you lose all reclaime of that unit
 
If the building blocks pathfinding prior to destruction it makes sense that it would continue to do so once destroyed. Things don't just magically disappear.
 
If the building blocks pathfinding prior to destruction it makes sense that it would continue to do so once destroyed. Things don't just magically disappear.
That is for buildings, and honestly, with ho much empty space EDA/Guard land factories have in the middle they might as well allow pathfinding through there when killed. And I was thinking more about units but didn't mention that
 
Maybe a cumulative effect would work for units. One wreck can be ignored as it’s so small to make pathfinding around it largely pointless but if you have multiple wrecks in the same general area it becomes a debris field which hinders movement if not blocking it all together.
 
Maybe a cumulative effect would work for units. One wreck can be ignored as it’s so small to make pathfinding around it largely pointless but if you have multiple wrecks in the same general area it becomes a debris field which hinders movement if not blocking it all together.
This does sound interesting, but it is hard to speculate about it until we have some statistical data on how many units are built and how close those wrecks would be
 
Maybe a cumulative effect would work for units. One wreck can be ignored as it’s so small to make pathfinding around it largely pointless but if you have multiple wrecks in the same general area it becomes a debris field which hinders movement if not blocking it all together.
Hmmm, what if instead it was creating slow down effect? Would still do an efect on the gameplay but not so radical and won't interfere with your commands much
 
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