Dive reel - way to solve cliping problem for the line.

_X__X_ Join Date: 2017-02-09 Member: 227752Members
I've suggested it in one of the comments already, but I think I have a good, gameplay friendly way to make dive reel not clip through walls, and generally be more useful in a very simple way.

What I suggest is: give an option to players to use "F" key to create extra anchors for the line. What I mean by that is: first anchor is done with right mouse button and create a start point for the line, as it currently does, when player goes over the corner he/she then can press "F" to create sort of waypoint, but it simply will anchor the line to that spot creating straight line from the original anchor point to this one, and as if it was a new start point line will bend from last anchored position, while not removing previous ones. That way it still involves a player in creating the path, but also makes it easier for the engine to keep track of the line.

Obviously you can limit the number of pins/anchors, as well as keep the limit for the line length. That will surely make Dive Reel more compelling tool to use early in the game, without making it overpowered for mapping far-off terrain. The way I see it, it would work similar to pipe system, but without need for the resources used to create pipes, and obviously that way Dive Reel would serve its purpose - to help players find their way back from and around caves and wrecks.
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