312_JS Posted April 26, 2016 Posted April 26, 2016 Are there any plans to implement the earth curvature? I think it would add a lot of depth to the game.
KuroNyra Posted April 26, 2016 Posted April 26, 2016 Hum... While I am all for more realism while keeping it fun. I don't that that is THAT much important, and it will probably take a LOT of ressource just to be implemented, think about it. The whole map is flat and everything is created to stay flat there. If you curve it, it may create some problems, bugs etc... I have so far never see "earth-like" map, except in Planetary games.
Mr. Starbuck Posted April 26, 2016 Posted April 26, 2016 I suppose this would need a giant amount of work to implement...not really worth it IMHO, although it would be an awesome feature
Bougainville Posted April 26, 2016 Posted April 26, 2016 Virtual globes already exist as a naval sim platform, think 'command modern air/naval operations'. Hardly a MMO, though. For me, I don't see what kind of depth it would add, except twisting the heading for very long travels. An anecdotal improvement, not worth the time for the devs.
ObiQuiet Posted April 27, 2016 Posted April 27, 2016 It would primarily be a sighting thing - vessels rise from the horizon at different ranges according to their height (and the height of the observer's platform). That can be simulated with a vertical displacement. Might be a good alternative to the haze. 1
BungeeLemming Posted April 27, 2016 Posted April 27, 2016 instead of popping.. it might add an illusion if the ships appear from top to bottom when they get spotted on the OS. first you see are the topps. Then the royals, etc.. Cause the popping of the ships adds alot of problems. You can suddenly find yourself within reach or a huuuge enemy fleet. 1
admin Posted April 27, 2016 Posted April 27, 2016 2 coordinates vs 3 coordinates more coordinates = less performance
Fastidius Posted April 27, 2016 Posted April 27, 2016 2 coordinates vs 3 coordinates more coordinates = less performance It would be client side and performance would be negligible just clip the bottom of the Sprite and leave it same height. 1
BungeeLemming Posted April 27, 2016 Posted April 27, 2016 critical things are not done on the client side. Its open for hacks and exploits. Thus it would be going to be server based.
admin Posted April 27, 2016 Posted April 27, 2016 adding another coordinate increases the transmitted data in geometrical progression especially if you see a lot of vessels. because data has to be sent to everyone about everyone you see.
Jean Ribault Posted April 27, 2016 Posted April 27, 2016 (edited) That was mentioned in the previous thread on the same subject. http://forum.game-labs.net/index.php?/topic/13278-earth-curvature/#entry242755 I mentioned also in that thread that traders would like to see curvature implemented since part of their MO is to be sneaky and avoid detection. This very discussion about traders avoiding detection was started today by Wind. Using curvature for avoidance of detection would likely become a key strategy IMO. Edited April 27, 2016 by Jean Ribault 1
312_JS Posted April 28, 2016 Author Posted April 28, 2016 (edited) Thanks for the input everyone. I'm really sure it would add another dimension to the game. The ships popping into view are very abstract and immersion breaking for me. Edited April 28, 2016 by 312_Jura 1
Taralin Snow Posted April 28, 2016 Posted April 28, 2016 I don't see how curvature itself would improve the game at all, but I do see how ship visibility due to curvature could add realism tothe game and improve the sense of immersion. And I agree that switching from 2 to 3 coordinates is a huge waste of CPU time and bandwidth. Far easier to simplify it as follows: 1. In a battle instance, the earth is flat. change nothing. 2. On the open sea, ships appear to sail lower in the water the farther away you are. This would be something done client-side without any server involvement. Ships that render near your own ship (or near the camera position if you want to do it that way) appear normally, but ships rendered farther away have increasing amounts of negative Y applied until eventually all you can see is masts sailing through the water like a submarine's periscope. If you did this that would give the illusion of curvature without actually doing much math at all. Most players would never even be able to tell the difference between 'approximated curvature' done this way and 'real curvature'. 1
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