Search found 10 matches

by Kamamura
Tue Jun 14, 2011 11:32 am
Forum: General
Topic: Dynamically updated FOV (field of vision)
Replies: 16
Views: 6499

Re: Dynamically updated FOV (field of vision)

Moreover, camping just does not work in this game. There is a trick when you offer one unit who does not engage as a target to an enemy rifleman, move to cover before he can hit this unit, while other unit that popped out of cover a second later and was aiming all the time (but was not targetted) wi...
by Kamamura
Fri Jun 10, 2011 12:26 pm
Forum: General
Topic: Patch out, changelist here
Replies: 30
Views: 12971

Re: Patch out, changelist here

BTW what is the version number of the latest version? I still have "21", no update option was offered to me (confusion).
by Kamamura
Fri Jun 10, 2011 11:19 am
Forum: General
Topic: "Essential" features
Replies: 163
Views: 89230

Re: "Essential" features

Moreover, client version number should be clearly visible on the client's home screen. The clients should also auto-update themselves to enforce all players have the same, latest version.
by Kamamura
Fri Jun 10, 2011 10:13 am
Forum: General
Topic: Patch out, changelist here
Replies: 30
Views: 12971

Re: Patch out, changelist here

The game does not autoupdate itself??
by Kamamura
Fri Jun 10, 2011 9:59 am
Forum: General
Topic: "Essential" features
Replies: 163
Views: 89230

Re: "Essential" features

Dynamically updated field of visions for the vatforms is the only essential feature I miss literally every second I play the game. It's so obvious that I can't really understand how the game could be made without it. Commandos had it, FS does not. In a deterministic game, precision is super-importan...
by Kamamura
Fri Jun 10, 2011 9:55 am
Forum: General
Topic: Dynamically updated FOV (field of vision)
Replies: 16
Views: 6499

Re: Dynamically updated FOV (field of vision)

Ancient game called "Commandos" had it. Nobody wanted it removed back then. Probably because the game had very low tolerance for errors (1 stupid mistake = level restart). Camping is situational. With only riflemen, good camping positions are undefeatable. With explosives, you have to be constantly ...
by Kamamura
Wed Jun 08, 2011 4:14 pm
Forum: General
Topic: Dynamically updated FOV (field of vision)
Replies: 16
Views: 6499

Re: Dynamically updated FOV (field of vision)

Well, I have read the objections, and with due respect, they are all wrong. It would make the game too easy - if both sides are given the tool, the game would be no easier nor harder for anyone. It would, however, make planning easier, resulting in more beautiful games, greater satisfaction, and mor...
by Kamamura
Wed Jun 08, 2011 1:03 pm
Forum: General
Topic: hit detection is broken, single-player is thus impossible
Replies: 16
Views: 5386

Re: hit detection is broken, single-player is thus impossibl

That's why FOV of units should be visible on replays, it would be much clearer who sees what.
by Kamamura
Wed Jun 08, 2011 11:50 am
Forum: General
Topic: Time cost for aiming
Replies: 6
Views: 2010

Re: Time cost for aiming

If I remember correctly, changing position from duck to standing has greater priority than stillnes. So moving vatform will win against one that ducks or stands. So it's not a cost of aiming, but it's a time needed to clear the "has ducked/stood recently" flag from your vatform. Good that you measur...
by Kamamura
Wed Jun 08, 2011 11:08 am
Forum: General
Topic: Dynamically updated FOV (field of vision)
Replies: 16
Views: 6499

Dynamically updated FOV (field of vision)

The game is excellent, but I miss the following feature sorely. When planing, the true FOV of a moving vatform should be highlighted with a special color (shade of blue?), so that the player may easily see what's visible for the vatform and what's not. When replaying the plan, the overlapping FOVs w...