Posted: 09 Jun 2006, 09:03
Pxtl: Well, no. Fog of War, for me is seperate to LOS. LOS (and this is my interpretation) is how far units can see. Spring has this. If an enemy tank is in my unit's LOS, that enemy tank will be spotted and appear on my screen.
Fog of war, atleast in this context, refers not to the fact that the units outside my vision cannot be seen, because that is an implication of LOS. Fog of war refers to the actual hiding of terrain (doesn't have to be pure opaque like in C&C, it can be just a different quality of terrain, slightly greyed, like in TA, etc), so that one can clearly tell at a glance, what your units are able to see, and what they cannot see. The mind immediately recognises that those units are being obscured by a 'fog' - not a literal fog, but it is nonetheless clear why those units cannot be seen, and entirely predictable and understandible.
Spring does not have this function (again, except for the L button, which brings up a rather ugly and slow to update screen, which you can't at all play with constantly), and as a direct result of this, I feel the basic LOS system doesn't work. It is entirely unituitive. Because there is no fog of war, there is no visual or otherwise confirmation as to why units will pop into and out of your field of vision, in what often seems a ludicrously short distance. This LOS design, therefore, intends to make the LOS system more dynamic, so instead of units popping in and out of some strange line which doesn't make sense (because there's no fog of war to explain it to you), you have larger units appearing quite a way off, with smaller units only appearing once they are much closer. Thus, LOS becomes somewhat more dynamic; that is, it becomes easier for the human mind to predict, and easier for the human mind to understand (which acts to maintain immersion. When something strange happens, your mind immediately steps back and says "hang on, this isn't a battle for life or death at all! It's a meaningless game!"). Without a Fog of War to explain the current LOS system, it becomes counter-intuitive.
The strategic benefits that result from having this value, both in large units being able to be spotted from far off, and smaller units slipping unnoticed (and of course, the balancing tools granted through playing with these values to make camouflaged sneaky units, or big super weapons that are visible for miles around), these are all fortunate side effects which occur through a more dynamic system, which I believe is ultimately better suited to the way Spring has approached LOS then TA. Spring simply doesn't have Fog of War, and isn't getting it any time soon. Therefore, the TA approach which it is using is inappropriate.
Zoombie: I still post here a bit, and I still check here every couple of days. But I have been posting less, and this is down to a couple of reasons:
- I am very interested in game design; and at this point in Spring, most of the major directional decisions have been made. The small arguments about minor details just don't interest me as much as the huge debates we had about major gameplay directions when Spring was very young.
- My views tend to come across as either purely Anti-AA or partisan OTA, which I don't at all intend, but such is the way they are often intepreted. Being branded an anti-AA partison OTA person on this forum is a pretty big black mark with a nasty stigma attached to it, which I don't like.
- Just a matter of time. I have less time, because I'm starting to get to the business end of uni, and I have to split myself between the TAU forums, the gaspowered games forums, the medieval 2 total war forums and these forums.
- Working hard on SWS! We have our own little private forum over at TAU, and there is actually quite a lot of balancing discussion that goes on over there. Though it may seem like nothing is happening, I can assure you we are hard at work.
Fog of war, atleast in this context, refers not to the fact that the units outside my vision cannot be seen, because that is an implication of LOS. Fog of war refers to the actual hiding of terrain (doesn't have to be pure opaque like in C&C, it can be just a different quality of terrain, slightly greyed, like in TA, etc), so that one can clearly tell at a glance, what your units are able to see, and what they cannot see. The mind immediately recognises that those units are being obscured by a 'fog' - not a literal fog, but it is nonetheless clear why those units cannot be seen, and entirely predictable and understandible.
Spring does not have this function (again, except for the L button, which brings up a rather ugly and slow to update screen, which you can't at all play with constantly), and as a direct result of this, I feel the basic LOS system doesn't work. It is entirely unituitive. Because there is no fog of war, there is no visual or otherwise confirmation as to why units will pop into and out of your field of vision, in what often seems a ludicrously short distance. This LOS design, therefore, intends to make the LOS system more dynamic, so instead of units popping in and out of some strange line which doesn't make sense (because there's no fog of war to explain it to you), you have larger units appearing quite a way off, with smaller units only appearing once they are much closer. Thus, LOS becomes somewhat more dynamic; that is, it becomes easier for the human mind to predict, and easier for the human mind to understand (which acts to maintain immersion. When something strange happens, your mind immediately steps back and says "hang on, this isn't a battle for life or death at all! It's a meaningless game!"). Without a Fog of War to explain the current LOS system, it becomes counter-intuitive.
The strategic benefits that result from having this value, both in large units being able to be spotted from far off, and smaller units slipping unnoticed (and of course, the balancing tools granted through playing with these values to make camouflaged sneaky units, or big super weapons that are visible for miles around), these are all fortunate side effects which occur through a more dynamic system, which I believe is ultimately better suited to the way Spring has approached LOS then TA. Spring simply doesn't have Fog of War, and isn't getting it any time soon. Therefore, the TA approach which it is using is inappropriate.
Zoombie: I still post here a bit, and I still check here every couple of days. But I have been posting less, and this is down to a couple of reasons:
- I am very interested in game design; and at this point in Spring, most of the major directional decisions have been made. The small arguments about minor details just don't interest me as much as the huge debates we had about major gameplay directions when Spring was very young.
- My views tend to come across as either purely Anti-AA or partisan OTA, which I don't at all intend, but such is the way they are often intepreted. Being branded an anti-AA partison OTA person on this forum is a pretty big black mark with a nasty stigma attached to it, which I don't like.
- Just a matter of time. I have less time, because I'm starting to get to the business end of uni, and I have to split myself between the TAU forums, the gaspowered games forums, the medieval 2 total war forums and these forums.
- Working hard on SWS! We have our own little private forum over at TAU, and there is actually quite a lot of balancing discussion that goes on over there. Though it may seem like nothing is happening, I can assure you we are hard at work.