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Old March 3rd, 2002, 12:53 PM
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Default Re: Three Questions for Mike

quote:
Originally posted by Pak40:
Well, I hope that you will consider using the technique that Baldur's Gate II uses. BGII has the blocking person temporarily move out of the way to let the other person move through, then the blocking person moves back to the original position. This technique has made a world of difference in moving several men/women in a confined space, which is a must in an underground or indoor environemnt.


More convenient maybe, but since when can several people run through one door at the same time without either pausing, slowing down, or running into each other?

quote:

... there should be some indication of the general distance and direction of the offending shots. I'm not asking for all enemies to become visible on the map just because they shoot.

There should be some sort of indicator on the screen when an unseen enemy shoots. Maybe a red pulse from the general direction of the shot. For example, if the shot comes from NE about 30 meters away then a bar in the upper right corner of the screen will flash red for each shot and give a distance range of 20-40 meters away. Every time that same enemy soldier shoots, it will give a slightly different location and distance, but always in the same general direction.



Ya, that could be interesting to have an indication of where soldiers think maybe they hear the enemy or see gun flashes. I think it'd frequently be inaccurate though, and it'd be complex to do correctly - realistically, each soldier should have a chance to interpret every sound and flash that they can't tell what/where it is exactly, even if they are friendly units. Each character would have a bunch of symbols showing approximate locations of different unidentified sounds and sights... interesting, and a lot of work to do right, and maybe not a lot more informational than not knowing.

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