Feature Request: Modular LOS.

Feature Request: Modular LOS.

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Feature Request: Modular LOS.

Post by GrOuNd_ZeRo »

Like units with Radar, they have a On/Off button, maybe we should have units with a on/off button for LOS modes, i'll give an example:

Let's say you have a shooter, normally it has a LOS range of 300 or so (don't know the actual number, but i'm too lazy to look it up), but then you press On for the scope that is mounted on it's gun, LOS around it will go down by a 100 or so, but a cone of ~30-90°(can be adjusted maybe) pointing forwards with a LOS range of maybe 1000, this would be useful for recon type units, when in on mode they will increase their LOS range all around them.

FBI tags could look like this:

SightDistance=300;
ScopeSightDistance=1000; //default is same as sight distance
ForwardSightDegrees=90; //default is 360

So what ya think?
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AF
AI Developer
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Post by AF »

I see massive potential for misbalancing in allowing units to have their LOS jump dramatically, based on how large the jump is. It would be a precarious problem trying to balance out such an advantage.

However in some cases this might be a good advanatge to include granted the increase is 30%<
Last edited by AF on 19 Sep 2005, 21:12, edited 1 time in total.
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Min3mat
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Post by Min3mat »

a slight increase could really help say a 10-20% increase in LOS? that would be awesome (as long as the cone thing can be implemented)
IMSabbel
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Post by IMSabbel »

Well, i for my part would wish for a los increase depending on where the target is: air and sea target should be spottet further away than ground targets (for simple "there is nothing to block the view or give camoflage" reasons)
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

Well, there will be little ballance issues MAINLY because: Terrain STILL obstructs LOS, we could also make the unit use energy when it's on, like a radar.

If the sight radius is extended forward in a cone, it would not be as useful since units can still sneak up behind them.
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Tim Blokdijk
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Post by Tim Blokdijk »

For what it's worth, I like the idea.
Doomweaver
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Post by Doomweaver »

I don't like it, for the simple reason that in TA, you cannot control the way units are facing, only where they are trying to move to. I mean, no one wants to spot advancing enemies with their artillery, start shooting them, then end up looking away and losing sight because a rock was in the way and your dudes has to swerve to avoid it.

Also, remember that in TA Spring, as in OTA, when a unit gains sight of another, it will follow it to the ends of the earth. By extending the LOS in one direction, this is will go from being a very mild bug to a big problem.
Dwarden
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Joined: 25 Feb 2005, 03:21

Post by Dwarden »

Doomweaver wrote:I don't like it, for the simple reason that in TA, you cannot control the way units are facing, only where they are trying to move to. I mean, no one wants to spot advancing enemies with their artillery, start shooting them, then end up looking away and losing sight because a rock was in the way and your dudes has to swerve to avoid it.

Also, remember that in TA Spring, as in OTA, when a unit gains sight of another, it will follow it to the ends of the earth. By extending the LOS in one direction, this is will go from being a very mild bug to a big problem.
but it will be fantastic for mods and further strategy potencial ...

plus you can already define way units face but they still micro move to reach this ...
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

Yeah, I am considdering mods rather than OTA, only a few units will have this much like High Trajectory.
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Weaver
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Post by Weaver »

Seems like a good idea, some restrictions like no movement or turning and firing only within the cone would balance the advantages.
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

I agree weaver, for a sniper it would be nice if the sniper went into prone position and shoot with a bi-pod and everything could also boost accuracy maybe.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

I played a bit of Dark Planet - Battle for Natrolis (an unknown RTS that feels just like Starcraft 2), and it had units with los that weren't circular and weren't centered on the unit center. It was a nice touch. There were attackers with a los so frontal that they couldn't even see what was scratching their back. There were probe droids with a rotating los, that took several seconds to complete the 360°.

In a game with the scope of TA Spring, with hundreds of units clashing in a continuous stream of hot plasma and melted metal, there's no room for tactics like sneaking behind a unit with a polarised los.

So what I want to say is that it's a nice touch, for only for game with a smaller scale than Spring.

And also that if non-circular los are implemented, I sure want more freedom of choice that normal/scope. At least I want slow turning focalised watch towers.
Gnomre
Imperial Winter Developer
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Post by Gnomre »

The only thing I'd have to worry about is CPU usage... from what I hear, circular is already taxxing enough, much less strange angles and such...
IMSabbel
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Post by IMSabbel »

i dont think cpu load due to LOS is much of a problem (at least if the statistics that "b" shows are correct).
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SinbadEV
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Post by SinbadEV »

maybe you could have a FPS based extra line of sight... a specific unit would increas it's line of sight when you fps-ed it, and get a few kills in... would also self balance because you couldn't really quickly deal with anything in this mode...
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

Maybe LOS should be unlimited (in FPS) but it will be restricted to the direction you are looking at, in this way you will be able to use this mode much more effectively, and aircraft will be more useful in this mode as well, so you can keep your missiles ready for firing.
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AlienDNA
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Post by AlienDNA »

Unlimited LoS in fps mode would actually make fps mode fun to use. Only when I try flying a hawk into my opponent's base, there is so many anti-air that I get whacked a hundred times before I can say crap.

And, FPS is very time consuming to do when fighting. Still, it's nice to get into one of my 200 bulldogs raiding the enemy and try to score a hit between all the annihilators continuosly annihilating everything they see...

Perhaps spring would turn into something like battlezone 2, where the player is actually the commander, and has to build a special command-center first to go to overhead view. (great game by the way, if only because of the approach to a rts).

hmmmmmm, such ideas make nice dreams... ;)

eh, I think increased LoS when controlling a vehicle is a must, especially for aircraft...
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Then you might get people cheating by controlling a unit that's relatively far behind other units that are soaking up damage, using the increased LOS to provide for other units to fire on targets they wouldn't be able to see otherwise...
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[K.B.] Napalm Cobra
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Post by [K.B.] Napalm Cobra »

I'd personally like to see a los type where its actually realistic for all units, as in they see untill something blocks their view.

Los restrictions just seem odd in full 3d.
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

What if they simply didn't see what the FPS controlled unit sees? and what if ordering in FPS mode wouldn't allow you to target units up further ahead?

I want many features from BF2 in Spring, like when driving a tank, you would see the tank from inside and the barrel outside...that would be cool.

I want a HUD too...but that all can wait.
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