.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2 > Campaigns, Scenarios & Maps
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old June 20th, 2019, 05:18 AM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Suggestion vision map

First off an assumption.
I assume a hindrance level (to vision) is placed across the map based on Global Vision setting. The lower the setting the higher the hindrance resulting in units not seeing so well as the Global Level is lowered.
If this is the case how hard would it be to have a second hindrance map that adds a random amount of hindrance each turn.
It would have more effect on lower global levels and maps with lots of hindrance terrain.
Reflects changes in weather.

How I think it would work.
Global vis 12
Slight increase in hindrance - some units that were visible through hinderances wont be.
Bigger increase units can now only see 11 hexes in clear terrain before its blocked.

By this I mean Global set to 12 would produce a hinderance map that would randomly reduce sight by by say up to 3 hexes across clear terrain.
Set the average randomness to one below the global.
This would result in global setting of 12
Vision is normally 11 clear hexes but could be 9-12
No more parking your unit just outside visual range so this would help the AI
__________________
John
Reply With Quote
  #2  
Old June 20th, 2019, 08:41 AM
DRG's Avatar

DRG DRG is offline
Shrapnel Fanatic
 
Join Date: Mar 2005
Location: GWN
Posts: 12,495
Thanks: 3,966
Thanked 5,704 Times in 2,815 Posts
DRG will become famous soon enough
Default Re: Suggestion vision map

Your assumptions are incorrect. I will use your example

If the visibility is set to 11 as in your final example on a flat map you will be able to spot and fire at an enemy unit out to 11 hexes unless you have IR gear. There is no "hindrance level"....the game is set to 11 vis and that is how far you see on an unobstructed map.

On a normal map hills, trees, houses all restrict that maximum visibility. Then battle effects are factored in....smoke for one can offer a lot of variability to spotting because it dissipates from turn to turn. Then toss into the mix the level of suppression that your spotting unit has as well as it's experience level....ALL of that determines a units ability to spot but because this is a game and not reality once one of your units spots an enemy then the enemy's location is known to all...even though it might be an isolated unit but it also applies in situations where there might be other units of yours close by but all of the unique factors that will allow your unit to spot..experience, moral, position on the map, suppression level....all contribute to whether you can see an enemy unit or not .

What you are suggesting would create ENDLESS " bug reports" not unlike the one currently active. Clicking on a unit automatically puts that unit "on alert" because it has been selected
__________________


"You are never to old to rock and roll if you are too young to die".--- What do you expect to be doing when you are 80?


https://www.youtube.com/watch?v=8kWt8ELuDOc
Reply With Quote
  #3  
Old June 20th, 2019, 07:58 PM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Re: Suggestion vision map

Oh well thanks for the reply.
__________________
John
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:49 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.