Below is a snip from the todo.TXT that was located in the DUWS source. To me it sounds like the intent was to have different methods for how zone creation is performed. If action on this issue is taken it should be to set up the framework to enable various zone selection 'engines' to be used.
There could also be zone creation choices
Simultaneous
what happens now
Close - zones spawn close the HQ
Far - zones spawn far from the HQ
Sequential
One zone spawns, another spawns after that one is captured or have a version of the previous with a timer instead of capture based
Close - same as sequential but close to the HQ
Far - you get the idea.
Progressive - Zones keep spawning farther away from the HQ.
Cluster
Like sequential but they spawn multiple at a time from a user defined number and/or can have a timer version
Cluster: Close
Cluster: Far
Cluster: Progressive
Pack Spawn
This one seems like a neato idea, zones spawn like in cluster, however, they spawn very close to each other and all act as if they were one big zone with AI explicitly patrolling between them and such, and when you capture one, AI from the others goes to provide reinforcements
Below is a snip from the
todo.TXT
that was located in the DUWS source. To me it sounds like the intent was to have different methods for how zone creation is performed. If action on this issue is taken it should be to set up the framework to enable various zone selection 'engines' to be used.There could also be zone creation choices
Simultaneous
what happens now
Sequential
One zone spawns, another spawns after that one is captured or have a version of the previous with a timer instead of capture based
Cluster
Like sequential but they spawn multiple at a time from a user defined number and/or can have a timer version
Pack Spawn
This one seems like a neato idea, zones spawn like in cluster, however, they spawn very close to each other and all act as if they were one big zone with AI explicitly patrolling between them and such, and when you capture one, AI from the others goes to provide reinforcements