Is Fog Of War planned?

ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
edited May 2012 in Ideas and Suggestions
<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?

Comments

  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    With the Khammander getting that weird Foresight ability, fog of war feels like it'd be pretty useful yeah.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    edited May 2012
    Fog of war would be sweet, but I think it would be tricky to implement. You would either need to make a circle around the marines (like standard RTS) that the commander could see, in which case there would be times where the players on the ground could see things that were in the fog of war for the commander; or you would have these constant lines shooting out from wherever the player is looking (I guess a bit like commandos), but having the fog of war on constantly changing like that might become distracting.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    edited May 2012
    <!--quoteo(post=1938500:date=May 24 2012, 07:05 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ May 24 2012, 07:05 AM) <a href="index.php?act=findpost&pid=1938500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fog of war would be sweet, but I think it would be tricky to implement. You would either need to make a circle around the marines (like standard RTS) that the commander could see, in which case there would be times where the players on the ground could see things that were in the fog of war for the commander; or you would have these constant lines shooting out from wherever the player is looking (I guess a bit like commandos), but having the fog of war on constantly changing like that might become distracting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    <!--quoteo(post=1938396:date=May 23 2012, 06:27 AM:name=Align)--><div class='quotetop'>QUOTE (Align @ May 23 2012, 06:27 AM) <a href="index.php?act=findpost&pid=1938396"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With the Khammander getting that weird Foresight ability, fog of war feels like it'd be pretty useful yeah.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Info about this somewhere? If it works like the overseer/oracle in SC2 I bet it could be a lot of fun.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1939006:date=May 26 2012, 02:22 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ May 26 2012, 02:22 PM) <a href="index.php?act=findpost&pid=1939006"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Info about this somewhere? If it works like the overseer/oracle in SC2 I bet it could be a lot of fun.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited May 2012
    <!--quoteo(post=1938500:date=May 23 2012, 11:05 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ May 23 2012, 11:05 PM) <a href="index.php?act=findpost&pid=1938500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fog of war would be sweet, but I think it would be tricky to implement. You would either need to make a circle around the marines (like standard RTS) that the commander could see, in which case there would be times where the players on the ground could see things that were in the fog of war for the commander; or you would have these constant lines shooting out from wherever the player is looking (I guess a bit like commandos), but having the fog of war on constantly changing like that might become distracting.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    edited May 2012
    The thing is though, I don't necessarily want the commanders to be getting any more intel, rather that they should be able to make more sense of the information they're getting already.

    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.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Technically, FOW is in NS2 (i.e. you can't see whats going on over the entire map), but there is no clear visual feedback of its range (like a traditional RTS/TBS). In particular, there is a bit of a conflict between the RTS and FPS portions of the game wrt to FOW:

    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.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    He meant an actual fog to make the "sight lines" More natural, so you know what you can and cant see.
    Like if i shove a drifter in crossroads, i dont exactly know what the radius of my sight is do i?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2012
    Yeah even though the visible/none visible areas (Fog of War) are indeed in NS2, it just needs to be more visible for the commanders, perhaps more... Foggy :P
  • masterkoldmasterkold Join Date: 2013-07-04 Member: 185918Members
    edited July 2013
    This is an older thread that I'm bumping as I feel strongly that NS2 could be a better game with fog of war properly implemented in the commander view as well as the player view.

    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?
  • shriikeshriike Join Date: 2013-03-27 Member: 184461Members
  • cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members
    I personally don't think it's necessary, but hey, that's your opinion.
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