Fog of War + City Scanner/Cameras + Minimap
#1
Posted 11 August 2010 - 09:52 AM
I think this idea has more potential and is more than just a small suggestion.
In this moment there is no fog of war in OW. The Overwatch can really see everything. Every rebel tactic can be recognized early and this is not realistic. The minimap is also only available per consol commands.
Now imagine we would restrict the view of the overwatch. It can still see the whole map (the Overwatch knows the city which has to be overseen, of course) but not enemy units (maybe props, too?). Only the units it can control got line of sight and let the fog of war dissappear around or in the direction they look. Two units would really make sense: city scanners and cameras (as trap based on maps) which would be a mobile and a stationary opportunity to uncover the FoW. If it is not too complicated, I suggest to uncover only the area which the unit can really see. Hence there is a fog of war behind and near the unit.
Sounds too difficult for the Overwatch? I had also the idea to add noise detectors for the minimap like in Crysis. When there is loud noise like gunfire or explosives there will be a growing circle around the location of the noise on minimap.
Detected rebels could be red dots on the minimap. On the first contact a voice could tell you: "First encounter with rebels." Pressing space bar could jump to the last detection of a rebel.
This would really change the gameplay, for both sides. The Overwatch would have to scout with units and to monitor important areas using units. On the other side the rebels would have the opportunity to use sneaky tactics. More options, more atmosphere, more fun. :-)
#2
Posted 11 August 2010 - 10:51 AM
#3
Posted 12 August 2010 - 02:52 AM
So basically, there's the minimap for the Overwatch.
What is being suggested is that only enemy players (the rebels) that are in sight of Overwatch units such as troops or cityscanners appear on the minimap (like the Counter-Strike radar/minimap). Resistance members that are not in the sight of enemy units (ie, hiding) must be found manually by the Overwatch himself/herself?
I think this is a good idea even though it does borrow from CS a small bit.
#4
Posted 12 August 2010 - 03:40 AM
WAXT, on 12 August 2010 - 02:52 AM, said:
So basically, there's the minimap for the Overwatch.
What is being suggested is that only enemy players (the rebels) that are in sight of Overwatch units such as troops or cityscanners appear on the minimap (like the Counter-Strike radar/minimap). Resistance members that are not in the sight of enemy units (ie, hiding) must be found manually by the Overwatch himself/herself?
I think this is a good idea even though it does borrow from CS a small bit.
Currently the overwatch is a kind of noclipping spectator. He can fly over the map and see everything even if there is no combine unit near it. It's like god and a bit unrealistic. This should be changed.
#5
Posted 12 August 2010 - 04:08 AM
Now if there were large maps with more traditional RTS gameplay as opposed to the sort of Left 4 Dead style run and gun level Breach, FOW would do nicely.
#6
Posted 13 August 2010 - 01:30 AM
Colaman, on 12 August 2010 - 03:40 AM, said:
#7
Posted 13 August 2010 - 04:00 AM
#8
Posted 13 August 2010 - 01:06 PM
#9
Posted 22 August 2010 - 05:29 AM
Currently, I am one of those players who find The Overwatch's side to be very easy. Remember, that while the Combine are very oppressive and nearly always present in HL2, they are still not God.
Remember again in HL2, after the failed teleportation, the Overwatch's first actual intel of your whereabouts came from a scanner.
The Combine, like ANY other force, needs scouts to find the resistance.
#10
Posted 13 September 2010 - 02:31 PM
#11
Posted 13 September 2010 - 06:51 PM
The cameras (same one as you see at the beginning of hl2) will have health an can be repaired by metro cops. some cameras could be upgrades to be turrets(trap.)
#12
Posted 13 September 2010 - 08:44 PM
Our biggest concern is how the fast pace of the game would work with fog of war. True, it's a very important aspect of the RTS scheme, but then again, RTS games are way slower paced than Overwatch is. The Resistance players move fast in this mod, a lot faster than the units in RTS games do, and that could become very annoying for the Overwatch player. Just imagine if the units in an RTS game moved five times as fast as they normally do — they'd be able to attack the enemy before he'd have enough time to prepare for it, and the gameplay would become very random. In Overwatch, it wouldn't even be the same for both teams, as only the GM (the "Game Master", the Overwatch player) would suffer from its effects while the rebels would be free to abuse it as much as they could. They could keep hiding behind corners or even small obstacles, and be all over the map without the GM being able to keep track of them.
On the other hand, there's been some discussion about making the rebels "fade out" into the fog of war over a period of time, let's say ten seconds, instead of just disappearing into it instantly. Each rebel could be shown a "you are being detected by the Overwatch" symbol on his HUD while he's out of the fog of war, and then shown a small progress bar that shows him the time after which he stops being detected. This way, the fog of war wouldn't be too annoying for the Overwatch since the rebels wouldn't be blinking in and out of sight all the time, but would still give the benefit of stealth for the Resistance team.
As you can see, this issue is a bit more complicated than it'd seem like at first, since it's such a simple feature in a normal RTS game. Again, we are very interested in trying fog of war out, but it will take time to get it done right, and we still have much more important gameplay features to take care of first.
#13
Posted 17 September 2010 - 05:59 PM
I appreciate the fading-out-idea. This wouldn't be such annoying for the overwatch like when the rebels just vanish in the dark.
But anyway, it's just speculation. The gameplay could become slower, more random or more complicated or maybe all three things. It would depend of the type of fog of war you add (line of sight or just circle around a unit), amount and price of city scanners/cameras and so on.
Maybe there is a time in the later development to test this feature.
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