LOS
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LOS
Do you guys remember original TA had a way of choosing three different LOS options. IIRC they were circular, true and infinite.
I really would like to have this as an option in spring too. At least i would like to be able to turn infinite LOS on.
Would this be hard to code ?
Please, consider adding this in the next version!
I really would like to have this as an option in spring too. At least i would like to be able to turn infinite LOS on.
Would this be hard to code ?
Please, consider adding this in the next version!
I cannot believe you :DKDR_11k wrote:I have this hunch that this option will be used mostly by Speedmetal servers...
Could you, for once, throw away your attitude and think what this would enable in terms of tactics. It would bring much more actual battle, tanks against tanks, bertha/nuke whoring down, flearush earlygame away. What would remain is pure actual encounter of fighting units.
Does it feel right to you that a unit pops out infront of a tank out-of-nowhere ? Is this anyway near reality? I agree, a los multiplier would also do the trick, but then the multiplying value should be somewhere around 2-3. I must look into it and see if a los multiplier would be easier to implement.
The thing i want is realism, and in reality units just don't disappear like that into nowhere.
This is near reality. TA is a lot about information warfare. Of course it's not to scale as unit sight and range is too small for reality (tanks have ranges of ~4 km IIRC) but to fire at targets near the end of your range you MUST have spotters. Pure tank forces aren't an option, not even in reality. By the time you spot the enemy it's too late. Especially if you spot the enemy in an area that has direct line of fire to your weaker armor areas.
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- Posts: 79
- Joined: 11 Jul 2005, 02:01
guys its an option calm down. Plz for the love of ARM if u don't want to play with it don't.
Jeez why is it when someone suggests things that could change how the game plays they freak out. the key part of his post was that its an OPTION. as in its optional so u don't have to use it. Im sure there are game (-modes) out there that use unlimited los.
Jeez why is it when someone suggests things that could change how the game plays they freak out. the key part of his post was that its an OPTION. as in its optional so u don't have to use it. Im sure there are game (-modes) out there that use unlimited los.
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- Imperial Winter Developer
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- Joined: 24 Aug 2004, 08:59
As an option, sure.
But with regards to the speedmetal argument; I don't think that full LOS can possibly add to strategy in any way, shape or form. The entire premise of LOS is that by not being able to see what you are enemy is doing, you are unable to predict his every move. This, I believe, is absolutely essential for true strategy to proceed.
And yes, the ability to increase your knowledge of your enemy, and hence increase your ability to predict what he is up too is a really fundamental strategy that would be lost.
But with regards to the speedmetal argument; I don't think that full LOS can possibly add to strategy in any way, shape or form. The entire premise of LOS is that by not being able to see what you are enemy is doing, you are unable to predict his every move. This, I believe, is absolutely essential for true strategy to proceed.
And yes, the ability to increase your knowledge of your enemy, and hence increase your ability to predict what he is up too is a really fundamental strategy that would be lost.
I spose its ok to add as an option, I doubt i would ever use it though tbh- takes a lot away from the game. From an AA point of view: Why build a nuke when the enemy can plainly see what i'm doing and build anti in half the time. Why go lvl 3 if the enemy can build doomsdays to cover his base in half the time. Why attack at all if you know the enemy can take your attack out? I can see this option causing either short games where at the start (first 5-20 minutes) weaknesses in bases are heavily exploited and players taken out quickly OR very long drawn out games where both sides know what each other are doing and constantly countering each other before their oponents have even started building enough units for that strategy to work.
- SwiftSpear
- Classic Community Lead
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