At the end of the game currently, the whole map becomes revealed.
This is nice for games so you can spectate, but this is not always desirable. For example, in missions, it is essentially cheating, you ctrl+a self destruct, and loose, revealing the locations of all the enemy units and bases.
In a 1v1 you may want to hide things about your gameplay from the enemy, whereas right now the enemy sees everything. So say you had a surprise army ready to attack if your main army failed, but the main army won, in the next game the loosing party will have seen the surprise army at the end and the strategy no longer works.
Endgame behaviour missions and user preferences
Moderator: Moderators
Re: Endgame behaviour missions and user preferences
i can agree wholeheartedly with this is a good idea;
to take it a step futher, i'd also be all for "true" map hiding in campaign missions, a la warcraft... so that anywhere you havent seen at all is completely black, and everything that you have seen but no longer have visuals/radar of is delegated to the conventional fog of war effect...
just thinking in terms of making maps for campaigns, it would be nice to have a "hidden pass" or a bot accessible hill that would give you a tactical advantage, but to have said feature hidden unless the player were to take the time to scout and discover it.
could this be done with lua? seems an easy enough concept to me, but then again my brain is full of popcorn and ginger ale.
to take it a step futher, i'd also be all for "true" map hiding in campaign missions, a la warcraft... so that anywhere you havent seen at all is completely black, and everything that you have seen but no longer have visuals/radar of is delegated to the conventional fog of war effect...
just thinking in terms of making maps for campaigns, it would be nice to have a "hidden pass" or a bot accessible hill that would give you a tactical advantage, but to have said feature hidden unless the player were to take the time to scout and discover it.
could this be done with lua? seems an easy enough concept to me, but then again my brain is full of popcorn and ginger ale.
Re: Endgame behaviour missions and user preferences
In the only game competition I watched, over starcraft, they had the opportunity to go over the replays between games in a set. Also, are you aware that the resign command is literally /spectator? Missions I can see some point, but they only need to scout it once; is self-D as scouting likely to come up a lot? But a blacked-out map would be nice as an immersion/polish thing.
Re: Endgame behaviour missions and user preferences
I think that, for Missions, it's less important than you'd think. Sure, it gives people an advantage at the end, but that means they failed the first time- now they have an advantage they can use the second time. That's not terrible.
However, it'd be nice to have this as a game option, for Missions where we want everybody to be in the dark until they find the Whatsit
However, it'd be nice to have this as a game option, for Missions where we want everybody to be in the dark until they find the Whatsit

Re: Endgame behaviour missions and user preferences
Just delete the whatsit when they become a spec, and refuse to run the mission in replays.
Re: Endgame behaviour missions and user preferences
I bring this up because I played a P.U.R.E mission! At the end of the mission I failed because I was faffing around figuring things out then the whole enemy base is revealed to em in all its glory!!!! This si very annoying.Argh wrote:I think that, for Missions, it's less important than you'd think. Sure, it gives people an advantage at the end, but that means they failed the first time- now they have an advantage they can use the second time. That's not terrible.
However, it'd be nice to have this as a game option, for Missions where we want everybody to be in the dark until they find the Whatsit
We are used to seeing it all at the end, however, missions in particular, and most people, dont want spoilers, and this is in effect showing us the movie we want to see in its entirety in a split second before we enter the cinema.
To a lot of people this is a HUGE deal
Re: Endgame behaviour missions and user preferences
Couldn't it be implemented in script anyways? There are ways to force the player to stay in-team even after he's lost all his units. Hold that state, present any postmortem briefing info and a "quit" button.
Re: Endgame behaviour missions and user preferences
Yes, that would be pretty easy to implement.
I'll go ahead and set that up.
I'll go ahead and set that up.
Re: Endgame behaviour missions and user preferences
But if they pop up the menu and hit resign, becoming a spec, you could delete all the mission units.
Re: Endgame behaviour missions and user preferences
It's already easily done in Lua yeah, but may be nice to have it built in sometime too.