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Pillars of eternity mods for fog of war
Pillars of eternity mods for fog of war







pillars of eternity mods for fog of war

so that creates an interesting situation where you actually want to position a sniper so he can then look through his scope.

pillars of eternity mods for fog of war pillars of eternity mods for fog of war

people dont run around looking through their scope. the thing about weapon ranges, is that the scope is abstracted into the weapon. we know you dont want an rts, otherwise youd be playing starcraft* Just because a mechanic exist in another genre doesnt mean it cant be changed, tweaked or otherwise made useful to any design, and presenting a mechanic as such is not useful as a constructive discussion. its not even be suggested as yet that it does, because rimworld is clearly not a rts and not intended to be one. thus, it simply will not work the way it does in an rts. we have to assume a system like this that is implemented will support the initial design of the game. The war game issue straight up isnt an issue. Look at the range of a sniper rifle atm - compare it to the size of even the larger maps - now for FoW to work properly, either A: the range of all guns would have to be dropped drastically so that colonists could see at the at max range they could shoot and not have the range basically extend halfway to the edge of the map or B: (if you could shoot further then you could see) sacrifice colonists by running them into the FoW to reveal map while covered by sniper rifles meaning that by the time they light up the enemy, they would be in the range of all their weapons and instantly shreaded - the only way I could see around this is to do the standard rts thing and make a way for colonists to move while hidden (acting as a spotter), a mechanic that I don't think would work in this game. I guess you could consider everything that exists off map to be in a FoW that you cant remove.Īlso, once again, and because I believe that this is an important point - gun range. Normal raiders take only a few seconds from appearing on the map, to being at the base. Basically when the enemies siege atm you normally have to restrict colonist movement so that they don't wonder into the range of the raiders. There really isn't any way that the enemy could occupy an area of the map, and stay there long enough WITHOUT encountering the colonists to have FoW really matter. I get where your going with that idea but I think my statement still stands - the map is to small. *if i see it become like that, if i see sides to this conflict being drawn up and constructive discussion being killed, im out of the thread btw So, what other concerns could be had about fow? Like i said, you're right that it could be shit, but i believe Tynan is a good designer, capable of overcoming that. In the long run, a fog of war that exists and can be addressed will aid almost every aspect of the game. same goes for the job system, since scouting and patrols could eventually be a thing. To me, the joy system presents some tools that can be used to help work with the fog(every morning people go for a stroll etc). that seemed like a really extreme response to the traders, but once you get used to it it actually made purchases be more valuable, more meaningful to the overall game. its the same premise as the costing overhaul that happened to the traders. it needs to be there in the background, a tool to aid the story, not a central theme. it would need to be relatively forgiving, and not difficult to "defeat". so it has to be less about being blindsided or covering up the enemies. you want the fog to encourage new stories. In Rimworld, the thing you want is mystery and the possibility that anything can be out there. you build the system to achieve the things you want. you seem to be thinking that the mechanic will always be the same even in a different game, but it cant be. the fog has to be built around different goals. rts's want battles, and you dont get battles without players moving off in search of the things they need. See a trend, its not really about exploration, its about threat engagement. Its vital to really alot of stuff that rts's are built on tbh since they dont know where they(or anything else) is, they have to spread out. in an rts the fow is there to encourage players to scout and engage the enemy. This is because they have different goals. a fog of war implemented like it is in an rts would be a pain and kinda shit. first off, you guys are rad, thanks for telling me how you feel even though the threads at risk of becoming a scary place* Since im still trying to be constructive, lets try to address the rts thing.









Pillars of eternity mods for fog of war