ASADDF ASADDF

Ask your QA here and hope Oxide will answer them

Ask your QA here and hope Oxide will answer them

by the Players to Oxide

I am going to start a New post with a few questions for Oxide about AOTS.

So i ask everyone to just ask questions about the game and wait for Oxide to answer them. Well lets hope :p :|

 

1- Q: Will it be Volcanoes in the game?

 

2- Q: Will it be water ( oceans, lakes, rivers ) in the game?

 

3- Q: Will you have Naval / amphibious  Units?

 

4- Q: Will AOTS have single player mission based story a la C&C? or it will be only skirmish like SINS?

 

5- Q: Will players be able to fully Mod the game?

 

6- Q: Will AOTS Engine be fully destructible ( mountains, ground, etc. ) you know what i mean.
             Example, make a hole through a mountain with a super weapon and make all your units move through it?

492,669 views 91 replies
Reply #51 Top

Quoting Adridos, reply 52

It's a pretty common thing in 3D movement.

Yeah but who expects units that move on the ground to move around in 3 dimensions? xD

Sure with spaceships it makes sense. With hovering units... well we'll see how it looks like.

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Reply #52 Top

Well, going by their hover lore, which is reasonable, then if a hover unit went over another hover unit then it would probably send the underneath unit crashing into the ground. I think it would be more like slight edge or corner overlap when turning etc. 

I worry about the difficulty of giving hovering units a weighty look. If they look toy like and can knock each other a bit and slide like in SupCom2 then that won't be good even if you now have the excuse of the hovering.

 

Very glad units of the two sides will be different. The third race coming in an expansion was fairly obvious but good nonetheless.

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Reply #53 Top

Quoting Ticktoc, reply 54

Well, going by their hover lore, which is reasonable, then if a hover unit went over another hover unit then it would probably send the underneath unit crashing into the ground. I think it would be more like slight edge or corner overlap when turning etc. 

I worry about the difficulty of giving hovering units a weighty look. If they look toy like and can knock each other a bit and slide like in SupCom2 then that won't be good even if you now have the excuse of the hovering.

 

Very glad units of the two sides will be different. The third race coming in an expansion was fairly obvious but good nonetheless.

I think a hovering unit _should_ be able to easly float around a bit, so what is an issue to SupCom2 would look natural to hovering units.

Reply #54 Top

Quoting ColaColin, reply 55

I think a hovering unit _should_ be able to easly float around a bit, so what is an issue to SupCom2 would look natural to hovering units.

 

Floating around is fine but if they do knock into each other to move out the way etc. I mean, these things must be tens if not hundreds of tons, it shouldn't really work.

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Reply #55 Top

Well if a hundred ton floating unit bumps into another hundred ton floating unit I don't see why not? ;)

Reply #56 Top

Quoting ColaColin, reply 57

Well if a hundred ton floating unit bumps into another hundred ton floating unit I don't see why not?

haha, they will indeed move but if you knock lorries, or tanks, or ships or planes into each other it will be an uncontrolled mess with loads of damage, certainly no neat sliding. Even if you just have two little canoes on water hit each other one or both could capsize, so for these huge things it would be silly I think. If it happens it will be to save time/money on pathing even more which i can understand as it is hard to do well but it will cheapen the look imho. Wait and see I guess, one hopes all will look good regardless of the route they take. I just like things to look like they have some weight/heaviness to them if they are huge metal constructs.

Reply #57 Top

Q:  Will Air units do damage when they fall and hit a ground unit or Structure?

 

Q: Can you Kamikaze Air units into ground units or Structure?

 

Reply #58 Top

Founders can check the vault for more answers about unit movement, re:hovering/bumping/etc. That's all I'm going to say ; :cylon:

Reply #59 Top

Quoting kreyson135, reply 36

Long time RTS fan here, played countless hours of SotSE and Supcom 1 & 2.  About to sign up for the founders package to support Ashes, but a couple items I couldn't not find about the game.

 

1 - is there base building?  If so, how much?  Did not see any screenshots or mention of buildings.

2 - point defenses?

3 - Shield generators?

 

Tx!

 

1) There is base building with various unit factories, resource storage/extractors, and defenses.

2) The Apollo is equipped with point defense lasers. :)

3) Not for the PHC...

Reply #60 Top

Quoting ASADDF, reply 43

I Just Looked a the teaser and its awesome, Thank you.


So let me ask you about the teaser, do we see any IN GAME ENGINE in that video?? or its just cinematic?

It's all in-game engine footage that we captured for GDC. :)

Reply #61 Top

Quoting Yarlen, reply 62


Quoting ASADDF,

I Just Looked a the teaser and its awesome, Thank you.


So let me ask you about the teaser, do we see any IN GAME ENGINE in that video?? or its just cinematic?



It's all in-game engine footage that we captured for GDC. :)

Yarlen I am talking about the 48 seconds teaser that they added a few days ago in the Vault ( between 0:25 to 0:34 )

Were the 2 air units fight each other and after you see the big army moving around a few defense structures.

 

Reply #62 Top

Oh, I haven't checked that out. If it is what I think it is, then that is just a cinematic.

Reply #63 Top

Quoting The_Gear, reply 60

Founders can check the vault for more answers about unit movement, re:hovering/bumping/etc. That's all I'm going to say ; :cylon:

 

Thx for answering, but i do not see anywhere in the vault that someone talk about unit movement, re:hovering/bumping/etc...  :maybe:

 

there is no Picture or video about that, or maybe i got lost there, can you tell me witch picture of video i can look at? or someone can?

Hope somebody will help me here.


Reply #64 Top

There is a text file in the vault near the top with some code in it, someone better at reading code than me will have to interpret it though.

There is another file type i couldn't open on first try that I'll have to go back to and see if I can.

Reply #65 Top

That is html. If you remove the text and only put in the html it is a broken looking listing of the file. Dunno what purpose it has. 

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Reply #66 Top

Quoting ColaColin, reply 67

That is html. If you remove the text and only put in the html it is a broken looking listing of the file. Dunno what purpose it has. 

 

its like its the html code part for the main site ashesofthesingularity.com

something like that still cannot find anything about the unit movement, re:hovering/bumping/etc......

Reply #68 Top

Quoting shadoxxHD, reply 69

will i be able to play on a GTX 780/i7 4770k setup? and if so, on which settings (max/high/normal/low)?

Graphically, if the game can't play on high-maximum on your system by full release (as opposed to Alpha) then something has gone very wrong. Don't worry about it. 

How well the simulation is handled on the CPU on a huge map with loads of units, well, that may put even the fastest computers under some duress depending on how large they allow players to go or how well it is optimised, but as you have one of the fastest mainstream processes around then if you have a problem then we all do :)

 

Reply #69 Top

Quoting ASADDF, reply 65


Quoting The_Gear,

Founders can check the vault for more answers about unit movement, re:hovering/bumping/etc. That's all I'm going to say ; :cylon:



 

Thx for answering, but i do not see anywhere in the vault that someone talk about unit movement, re:hovering/bumping/etc...  :maybe:

there is no Picture or video about that, or maybe i got lost there, can you tell me witch picture of video i can look at? or someone can?

Hope somebody will help me here.

I think you may have gone too far :P - There is GDC video you can watch to see some current movement. At least you can see some of what you may be seeking the answer to.

Reply #70 Top

I have found some in the B-Roll video footage. Definitely a little overlap allowed and one kind of went over another and the one underneath sort of popped out and quivered a bit. Best example being a little shy of a quarter of the way through the video just after a close up of a flying unit.

Reply #71 Top

Quoting The_Gear, reply 71


Quoting ASADDF,






Quoting The_Gear,



Founders can check the vault for more answers about unit movement, re:hovering/bumping/etc. That's all I'm going to say ; :cylon:



 

Thx for answering, but i do not see anywhere in the vault that someone talk about unit movement, re:hovering/bumping/etc...  :maybe:

there is no Picture or video about that, or maybe i got lost there, can you tell me witch picture of video i can look at? or someone can?

Hope somebody will help me here.



I think you may have gone too far :P - There is GDC video you can watch to see some current movement. At least you can see some of what you may be seeking the answer to.

 

You said to check the vault for the answer and i did go to every file in there but nothing lol, yes i guess i tried to get as far as possible to get my answer, sorry hehehe, :grin:

I will wait to get my hands on the game and try it out myself.

I have one more question about AOTS stuctures

Q: can the structures be upgradeable with defense turrets (anti air/ground) or other options like faster build speeds or something like that?

     Example you build a tank producer structure that come with 2 slots for upgrades, you can decide to add defense for that structure or maybe add a faster production speed to build the units, depends on you decision..

We will see that in AOTS?

Reply #72 Top

What is think to Mods.

Map editor.

And Global chat ,has been forgot this last years on all rts ( like any big game production  ,a big chat we need :)

 

Just want make a point that a Global chat, improve drastically the game longevity ,and makes the game experience bether in many ways

( fast arrangement of good games, discuss tactics, different subjects,a very important interaction today a Global chat, is a facebook off the game.

 

Or iff you are think on a way like a Lobby with Stats ,replays ,mods ,maps ,players online ,host games,ranked games ,join games ,all in the same place where all can see with just 1 click, then  another big step to this game.

Reply #73 Top

Quoting TAG_Utter, reply 74

What is think to Mods.

Map editor.

And Global chat ,has been forgot this last years on all rts ( like any big game production  ,a big chat we need :)

 

Just want make a point that a Global chat, improve drastically the game longevity ,and makes the game experience bether in many ways

( fast arrangement of good games, discuss tactics, different subjects,a very important interaction today a Global chat, is a facebook off the game.

 

Or iff you are think on a way like a Lobby with Stats ,replays ,mods ,maps ,players online ,host games,ranked games ,join games ,all in the same place where all can see with just 1 click, then  another big step to this game.

copy the concept of GPGnet and FAF basically. Those are the best game clients ever made.

 

Apart from the crashes. Do not copy the crashes. ;)

Reply #74 Top

Quoting Ticktoc, reply 72

I have found some in the B-Roll video footage. Definitely a little overlap allowed and one kind of went over another and the one underneath sort of popped out and quivered a bit. Best example being a little shy of a quarter of the way through the video just after a close up of a flying unit.

^^^ ASADDF ^^^ :)

Reply #75 Top

Your talking about the pre-alpha video from the Vault? 00:35 to 00:39? yes that was interesting to watch and understand the movement of the units better.

I like that each unit has some kind of anti bump radius between each other. ( tank1 move near tank2 and tank2 move away from tank1 to get out off its radius) I see its happening to the air units too.

But what about or why do enemy units have that same radius between each other? i am talking about blue team vs Red team, as i can see in the video all the units have their own radius being enemy or being a friend, it mean that they will never get/touch each others .

Between friend units that's a great and more organized Design, But to the Enemy units....? what about let them crash each other and do overtime damage?