Imagine some fool building his castle in a valley, where is catapults are out ranged by your catapults on the surrounding hills.
It would be cool to have terrain play a more realistic role than it did in SupCom. Not sure if the engine has this capability but it could be a neat feature.|||the Moho Engine can do this. it, however, struggles to show the changes in-game as range-rings are the same length in all directions.
if players can't be given a transparent way of seeing height benefits, then there should be no benefits IMO.|||I'd like to see this, as well as hills and such blocking LoS. It should be advantageous to go and place scouts or build watchtowers at the tops of hills. This would expand the strategy, as there would obviously not be radar in a medieval game.
And anyway, it wasn't realistic in the first place for units to have actual LoS past ridges in SupCom...|||tak had obvious hight benefits, the most visible one being massively extended line of sight. units might have some range benefits.
Definitely agree with this.|||If I remember correctly, in TA, Line of Sight could be set to "True" or "Circular". How did they do that and yet it's a conundrum in SupCom?|||i don;'t think doing that in supcom is actually really hard, its just the problem with weapon range rings that the game has trouble updating on the fly|||Lt_hawkeye|||Maybe it would be ok with units, but when deciding where to build your pd or arty, you need to know its range.|||electro2
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