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Limit map size

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The game is incapable of populating the world with enough units for the map size of 225 sq km. To improve performance it would be more sensible if just the mission area was rendered and more units processed in real time. Lower end machines would benefit significantly.

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The game is incapable of populating the world with enough units for the map size of 225 sq km. To improve performance it would be more sensible if just the mission area was rendered and more units processed in real time. Lower end machines would benefit significantly.

unit caching would solve that probem

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The game is incapable of populating the world with enough units for the map size of 225 sq km. To improve performance it would be more sensible if just the mission area was rendered and more units processed in real time. Lower end machines would benefit significantly.

Hell no!

As ProfTournesol already said, large free roaming areas are part of the spirit of the game. If you want a small scale shooter try BF2 and its clones.

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the much bigger map won't bring too much trouble if it is not a tropical rain forest like environment. And the much more AI can slow your computer even in a small island.

So the best way is rationally use the amount of AI in a mission.

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If you have a "lower end machine" you just go into option menu and adjust the settings till they fit. If you can afford an hardware upgrade - do it. :)

A3 operations and combat should not take place in a shoebox with countless spawning enemies.

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The game is incapable of populating the world with enough units for the map size of 225 sq km. To improve performance it would be more sensible if just the mission area was rendered and more units processed in real time. Lower end machines would benefit significantly.

Are you high? Why not play a totally different game then?

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The real issue lies with the a.i. using up all processing power. Strangely, cwc a.i. on veteran difficulty with super a.i. turned on performs much better than it does in arma 2. The only issue seems to be difficulty in acquiring targets at close range. The ultimate goal for bis is to produce more at a lower cost: a.i. needs to function under a simpler but a more efficient system. As it stands now it is unnecessarily complex.

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A systen like the ACM from ArmA 2 may be employed as well. The game may, "Clean up," after itself by removing units that are too far away from the player to cause them any trouble. I really liked that solution for having TON of units appear to be on the map when there really were only a hundred or so.

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A systen like the ACM from ArmA 2 may be employed as well. The game may, "Clean up," after itself by removing units that are too far away from the player to cause them any trouble. I really liked that solution for having TON of units appear to be on the map when there really were only a hundred or so.

but if these units are suspended so to say, then they lose the ability to move about and are solely dependent on the player triggering them to spawn again. Flashpoint needs real solutions.

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The game is incapable of populating the world with enough units for the map size of 225 sq km. To improve performance it would be more sensible if just the mission area was rendered and more units processed in real time. Lower end machines would benefit significantly.

This already happens.

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I am not sure what your problem is. The major issues that you think would take place only take place if the 225 sqaure mile map is actually fully populated with people. Which it is not.

Now it only takes slightly (note the slightly) more memory. Be aware that the game does not render the entire map in full.

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No! I want a map so big that will take me 20 minutes flying to reach the other end flying at 500 km/h speed.

Hell make that 1 hour! :p

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No! I want a map so big that will take me 20 minutes flying to reach the other end flying at 500 km/h speed.

Hell make that 1 hour! :p

I agree.

jerksmile.png

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unit caching would solve that probem

This. There is no problem as long as you dont go crazy in the editor and throw units fucking everywhere.

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yeah, as said above, we want bigger maps, not smaller.... go get COD or BF for smaller.

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but if these units are suspended so to say, then they lose the ability to move about and are solely dependent on the player triggering them to spawn again. Flashpoint needs real solutions.

Hmmm... Yes and no. Those units could still move with complete freedom as long as they did not stray too far from the player. I don't see this as a problem since said units will likely either persue the player or be destroyed by them. In either case, the player would be unlikely to see the units spawn and/or despawn (is that even a word?) if the system is implemented properly. I'm still not entirely sure how the ACM for ArmA II works, but I imagine it functions on similar principles. However, I only suggest a feature like this to supplement permanently-placed units in a scenario that is meant to depict large-scale warfare.

Whatever the case my be, I don't see making smaller maps as a solution to what seems to be a problem with large quantities of units.

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Or just import one of the many small-scale islands made for ArmA2.

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The game is incapable of populating the world with enough units for the map size of 225 sq km. To improve performance it would be more sensible if just the mission area was rendered and more units processed in real time. Lower end machines would benefit significantly.

I'm sorry but somebody must tell you this:

This game isn't for you.

We need insane big map for 64cores processors and 4SLI high end graphics cards :yay:

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please 25x25 km map.

1)Bigger maps

2)Less BF2 fans

3)...

4)Profit!!!! :D

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Smaller maps?

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Edited by Kristian

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This entire franchise is built around freedom of roaming, so no I don't see this happening even on a per mission basis.

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