Page 1 of 1
LOS (Line of Sight) Problems
Posted: 05 Nov 2007, 03:53
by Chrispin
We definitely need to make it where you only see terrain move when the terrain is within your LOS. The same thing goes for decals.
It's a big gameplay problem when you can just either check your elevation map or simply look in the general area of your enemy and see squares where the enemy has leveled the terrain in order to build a structure. Also... you can easily see where a battle is going on anywhere in the map when you see little craters and decals form which can sometimes give people vital information that should be obtained through scouting and such.
Posted: 05 Nov 2007, 03:57
by Snipawolf
+1
Posted: 05 Nov 2007, 17:22
by HAARP
fully agreed
Posted: 05 Nov 2007, 18:19
by Harbinger
Also wreckage should not dissapear/reduce in value if you cant see it.
Posted: 05 Nov 2007, 22:56
by Chrispin
Yeah that too...
Which should be pretty easy to fix.
Posted: 05 Nov 2007, 23:28
by MR.D
Another problem is weapon effects.
A good example is with Bertha, Pyro, and some types of impacts from weapons.
You can see the flame on the Bertha in alot of mods and pinpoint its location just by looking for the concussion sphere effect.
Pyro you can see his flame for his gun as soon as he's been built in the factory, and watch him move all the way towards you.
Groundscars and Factory floors also show a long ways away too, you can usually mark the exact position of a factory if you just watch the enemy side as he builds it.
Posted: 05 Nov 2007, 23:35
by Snipawolf
Groundscars and Factory floors also show a long ways away too, you can usually mark the exact position of a factory if you just watch the enemy side as he builds it.
lol.
5x5 or so? That is hardly noticable compared to my buildings.
My factory is 15x17 >__>
Posted: 06 Nov 2007, 07:20
by KDR_11k
MR.D wrote:A good example is with Bertha, Pyro, and some types of impacts from weapons.
You can see the flame on the Bertha in alot of mods and pinpoint its location just by looking for the concussion sphere effect.
Pyro you can see his flame for his gun as soon as he's been built in the factory, and watch him move all the way towards you.
Modder's fault. They need to fix their CEGs.
Posted: 06 Nov 2007, 12:14
by tombom
Chrispin wrote:Yeah that too...
Which should be pretty easy to fix.
Please don't say things like that when you have no idea how difficult they are. I'd imagine it'd be quite a bit of work because you'd have to track how features show up for every player, unless you want features to disappear whenever they go out of LOS.
Posted: 06 Nov 2007, 12:22
by KDR_11k
I think you only have to track it for the local player though, that would be unsynced code.
Posted: 06 Nov 2007, 12:24
by Tobi
If you don't care about demo replay and .cheat .team you could track it for local player's team only.
also
Posted: 06 Nov 2007, 19:06
by rcdraco
I think the minimap should be black, same as the rest of the map until you explore it, people can easily take out your metal extractors just by firing at the metal spots with artillery. Maybe just add this as an option in the battle screen.
Re: also
Posted: 06 Nov 2007, 20:01
by Neddie
rcdraco wrote:I think the minimap should be black, same as the rest of the map until you explore it, people can easily take out your metal extractors just by firing at the metal spots with artillery. Maybe just add this as an option in the battle screen.
Or this could be a game developer side option.
Posted: 06 Nov 2007, 20:09
by Tobi
The game developer should have the option to enable/disable the user option and set a (default) value for it

Posted: 06 Nov 2007, 20:19
by Neddie
As usual, Tobi's solution blows mine out of the water. I bow to your superior development ethic. ;p
Posted: 06 Nov 2007, 20:30
by Forboding Angel
Snipawolf wrote:Groundscars and Factory floors also show a long ways away too, you can usually mark the exact position of a factory if you just watch the enemy side as he builds it.
lol.
5x5 or so? That is hardly noticable compared to my buildings.
My factory is 15x17 >__>
Grr, mine are only 10x10

Posted: 06 Nov 2007, 20:56
by KDR_11k
I think terrain obscuring is just an anti-nub thing, it makes it harder to play a map you haven't played before but someone with some experience will know where to place his artillery shots anyway.
Posted: 06 Nov 2007, 22:25
by Snipawolf
As in with the leveled ground problem, or the way the terrain is set up?
Posted: 06 Nov 2007, 22:36
by Chrispin
I think he's talking about rcdraco's idea.