Is Fog Of War planned?
Arkanti
pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
<div class="IPBDescription">I missed the last two QA's :(</div>As the title says, is Fog of War planned for the commander views in NS2?
As it is now, especially for newer players, it can be quite difficult to make out where exactly you have vision of and what's giving that vision. Finding out things like Drifter line of sight is especially hit and miss.
Something related to that and standard to RTS is enemy structures remaining in a "Ghost" form after being scouted and the line of sight receding, showing the building in its last position and state before it recedes back into the fog. However, structure positions remaining on the minimap and in the commander view would totally re-prioritise the Skulk's parasite in its current state to tracking enemy players and AI units, and while I personally think that would be fine I can see others having a problem with that. It could be made to work with parasites giving a slight area of vision around the thing which is parasited, but that would require total rebalancing of the ability(perhaps one parasited target per skulk and it goes away if they die) and/or some way to remove it from structures beyond recycling.
But Fog of War I feel is crucial feedback for the commanders, and shouldn't create any other balancing issues, what do you guys think?
As it is now, especially for newer players, it can be quite difficult to make out where exactly you have vision of and what's giving that vision. Finding out things like Drifter line of sight is especially hit and miss.
Something related to that and standard to RTS is enemy structures remaining in a "Ghost" form after being scouted and the line of sight receding, showing the building in its last position and state before it recedes back into the fog. However, structure positions remaining on the minimap and in the commander view would totally re-prioritise the Skulk's parasite in its current state to tracking enemy players and AI units, and while I personally think that would be fine I can see others having a problem with that. It could be made to work with parasites giving a slight area of vision around the thing which is parasited, but that would require total rebalancing of the ability(perhaps one parasited target per skulk and it goes away if they die) and/or some way to remove it from structures beyond recycling.
But Fog of War I feel is crucial feedback for the commanders, and shouldn't create any other balancing issues, what do you guys think?
Comments
I agree and although it's a difficult issue to solve and one that I don't have an answer for right now, it still feels like a critical piece of gameplay feedback that's missing and needs to be implemented in some fashion even if it isn't the traditional "fog".
I would like to see how Company of Heroes 2 is handling it.
Info about this somewhere? If it works like the overseer/oracle in SC2 I bet it could be a lot of fun.
It's already in game, the glowing cursor you get when moving it around in already scouted areas, allowing you to see the misty form of units and structures.
How about a mix of both?
A small circle of LOS around marines for the commander, and then LOS from their viewing direction.
That would help commanders in combat situations. Being able to see when his marines are attacked, even if they are being ambushed.
Right now, you can't see much without scan.
Plus if you introduced a circle of vision around Marines or Aliens regardless of where they're facing, it would or should then also be showing up on the minimap therefore providing too much intel to the players on the ground.
In a traditional RTS = Player gets LOS in a radius around of all units/structures (FOW everywhere else)
In a traditional FPS = Player gets LOS within a narrow cone from their viewpoint direction (FOW everywhere else)
Going the RTS route gives the comm way more vision than the FPS route, such that a compromise is necessary. I'd go with something like this:
- Comm gets the same LOS of all his players + LOS of enemy structures within range of friendly players and structures + LOS of enemy players either attacking or touching a friendly player/structure
I think that would preserve the core of the RTS LOS while still letting enemy players be sneaky by not giving away their position until they attack/touch and friendly.
Like if i shove a drifter in crossroads, i dont exactly know what the radius of my sight is do i?
Currently, there is no visual feedback when looking at the minimap as to what is currently 'visible' by the team. As marine, red dots as comm (alien icons for players) appear when aliens/buildings are in line of sight of marines or an observatory. As alien, red dots as comm (or marine icons for players) appear when marines/buildings are in line of sight of aliens, drifters or when they get parasited. I feel this makes it difficult for new players to grasp the concept of map control and annoying for experienced players who do but aren't getting any visual feedback on the minimap.
On marine, I suggest a light greying out of the entire minimap for players (or the commander view for the comm) except what is visible by marine LoS and observatories. On alien, I suggest a light greying out of the entire minimap for players(or the commander view for the comm) except for what is visible by alien LoS, parasited marines and drifters.
I will not suggest making all buildings have LoS on the minimap as that would interfere with game balance and strategy.
Thoughts?
If you agree, do say so. If you don't, how would you change fog of war or would you not change it at all?