Amonchakad Posted June 14, 2013 Share Posted June 14, 2013 Apologies if this has been brought up before (and I suppose it has) but after some searches I couldn't find any threads about it. I believe that the current 1 TU cost for turning by 45 degrees adds an unneeded layer of complexity to movement, in addition to causing pathfinding issues (link). The current facing direction would still matter for reaction fire, but we wouldn't have to carefully look at the most efficient way to move through a maze of obstacles because our soldiers are really BAD at turning around. What is Chris and the others' opinion on the subject? Quote Link to comment Share on other sites More sharing options...
Xenomorph Posted June 14, 2013 Share Posted June 14, 2013 (edited) Good find. Like Mox mentioned in the thread, reworking pathfinding because of this might be some chore; but maybe removing (or refunding) the turning AP from moving would offset this issue, while keeping it if we turn manually. With the refund already adjusted on the final cost for moving, we would never know Edited June 14, 2013 by Xenomorph Quote Link to comment Share on other sites More sharing options...
blubberdiblub Posted June 15, 2013 Share Posted June 15, 2013 Like Mox mentioned in the thread, reworking pathfinding because of this might be some chore; ... If the typical A* search algorithm is in use in Xenonauts, it wouldn't be a chore. It would just amount to fixing the cost function to properly include the turning angle for every move, including the first move. Quote Link to comment Share on other sites More sharing options...
svidangel Posted June 15, 2013 Share Posted June 15, 2013 2 TUs to turn while kneeling! Quote Link to comment Share on other sites More sharing options...
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