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  #11  
Old May 3rd, 2012, 08:00 AM
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DRG DRG is offline
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Default Re: Terrain

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Originally Posted by Cross View Post

How about maps that are mostly obscured (blacked out) until you get units with los into those hexes? Now that would be an excellent Realism Button in the Preference Screen. Scouting will become even more important.

Cross
I floated that idea over a decade ago. It wouldn't be easy to code at all, it would look very strange and it ignores the fact that commanders carry maps that may not be perfect but at least give him an idea of what the area looks like that does not contain huge areas of nothingness. In other words, a lot of work for a very questionable return of " realism"

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  #12  
Old May 3rd, 2012, 12:13 PM
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Default Re: Terrain

Quote:
Originally Posted by DRG View Post
Quote:
Originally Posted by Cross View Post

How about maps that are mostly obscured (blacked out) until you get units with los into those hexes? Now that would be an excellent Realism Button in the Preference Screen. Scouting will become even more important.

Cross
I floated that idea over a decade ago. It wouldn't be easy to code at all, it would look very strange and it ignores the fact that commanders carry maps that may not be perfect but at least give him an idea of what the area looks like that does not contain huge areas of nothingness. In other words, a lot of work for a very questionable return of " realism"

Don

I hear you. I did think about the fact that most commanders would expect to know what was ahead to some degree.
Perhaps the unseen portion of the map could have some sort of semi-translucent overlay, so you could make out the main features, but there'd be additional clarity - and satisfaction - from getting getting LoS and removing the grayed out area.
Or, only showing say one in three hexes for the unseen portion, which would give clues about the location of roads, rivers, forests, villages etc.

But as you indicated, coding verses payoff is the issue.


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