directions los

directions los

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

directions los

Post by ironized »

well, i was wondering the other day, would it be possible to have the los increased in the direction that a turret is looking?

hard to under stand but,

i think that

units should see further in front of them, then they do behind.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: directions los

Post by lurker »

It would be pretty easy to add.
Warlord Zsinj
Imperial Winter Developer
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Re: directions los

Post by Warlord Zsinj »

You mean cone LOS instead of circular LOS?
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yuritch
Spring 1944 Developer
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Joined: 11 Oct 2005, 07:18

Re: directions los

Post by yuritch »

That's the kind of thing S'44 will use if it's added. It basically allows to make units that aren't completely blind (as in they can see far enough to shoot stuff that's in front of them), but still vulnerable to ambushes. Like real-world WW2 era tanks for ex.
ironized
Posts: 172
Joined: 25 Jun 2007, 06:33

Re: directions los

Post by ironized »

what yuritch said.

not really a cone, but yeah. a cone with out points :>
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: directions los

Post by bobthedinosaur »

bah! i posted this in the requests months ago, and it just was forgotten, but yes it would add alot more to gaming strategy such as flanking.

so maybe wrong forum?
manored
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Joined: 15 Nov 2006, 00:37

Re: directions los

Post by manored »

I think that with this some sort of "partial cloack" should be inserted as well... like, vision would have a value that decreased with distance and bad angles, and there would be "less visible than normal" units wich would only be seen if the vision value was greater than their partial cloack value.
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yuritch
Spring 1944 Developer
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Joined: 11 Oct 2005, 07:18

Re: directions los

Post by yuritch »

(that's better called camouflage value, and each unit then can have 'detection power', and those 2 would determine how far a camouflaged enemy can be detected) That's also a good idea, but it's very remotely related to the sector LoS :)
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: directions los

Post by bobthedinosaur »

2 things

1) was thinking about a similar function altho not as necessary. a los blind to the player but allowing the units to fight themselves, such as units that are cut off from the command via jamming or surrounded, ect. maybe not so much useful for TA mods but other mods i believe would benefit.

2) this should probably be moved to the request forum, but please dont stop the thread discussion if it is.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: directions los

Post by Warlord Zsinj »

While this would be interesting to implement, I don't think I would implement it in IW if it was. The AI required to deal with it would need to be very intelligent - I'd hate for my guys to be obliterated by the enemy just because they weren't looking in the right place and didn't have the brains to turn around while being fired at.

I think it would bring the focus too close to the small details, and take it away from big picture decisions, because you'd need to babysit your units more. I mean, it's a game scale decision for the game maker - but I suspect it'd be quite onerous.

Really, the whole circular LOS thing is an approximation of reality. You realistically are looking all around and have a 360 view unless obstructed by something. The occasions where you are looking the wrong way when something happens are beyond the scope of an RTS, and more in the realm of say, Commandos: Behind Enemy Lines.
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yuritch
Spring 1944 Developer
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Re: directions los

Post by yuritch »

Well, RTS is a wide term... Unit counts can be very different between RTSes.
One occasion when you'll be looking straight forward is if you are looking out of an early T-34 tank for ex. (built before 1943). The only way to look around and not just forward was to look out of the open turret hatch, which was obviously quite dangerous in combat. And contemporary German medium tanks had commander cupolas which helped with the observation, so while German tanks were weaker 'on paper' (as in weaker armor and weaker guns initially), they often had an upper hand in combat.
The tanks in S'44 are quite powerful to warrant heavy micro for them.
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