quote:
Originally posted by Richard:
1) Yes the contest winner will be used in the game.
glad to hear that.
quote:
Originally posted by Richard:
2) Probably not. With the turn based nature of the game it is a fairly accurate depiction.
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.
quote:
Originally posted by Richard:
3) This is something we could consider but also consider that the game engine is also taking into account for the fact that there is a lot of confusion going on during a fight so that a soldier is going to have a hard time locating an inidividual muzzle flash during a firefight.
I understand the confustion of a firefight, but these are not large engagements. They are typically 10-20 men engagmentes.
Picture this scenario: Your men are walking across a field at night with no sign of the enemy. Suddenly a few shots ring out killing one of your men. The surviving men will most likely know the general direction and a rough distance that shots came from. They will use the combination of sight and sound to estimate where the enemy is. In 101:AIN, the player has absolutly no clue where a shot is coming from unless he actually sees the German. Im sorry, but this is not realistic at all. Not only is it not realistic, it make fighting at night completely futile.
quote:
Originally posted by Richard:
Sound is actually a better way to find enemies, and in fact if an enemy soldier fires it is more likely that your soldiers will see him than if he had not fired. While we don't show the flashes it is figured into how easily you can locate enemy soldiers.
As I mentioned in the scenario above, the point I'm trying to make is that 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.