.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old July 5th, 2015, 06:40 PM

Warnevada Warnevada is offline
Corporal
 
Join Date: May 2015
Posts: 136
Thanks: 2
Thanked 5 Times in 5 Posts
Warnevada is on a distinguished road
Default Night

Just played a night action and my friend made a valid observation. Vehicles at night shouldn't be able to move as fast as during daylight unless they're using lights, and if they're using lights they should be easy to spot. Right now they act as if it's daylight for everything except spotting.

Any chance this might be addressed in the future?
Reply With Quote
  #2  
Old July 5th, 2015, 07:00 PM
DRG's Avatar

DRG DRG is offline
Shrapnel Fanatic
 
Join Date: Mar 2005
Location: GWN
Posts: 12,492
Thanks: 3,963
Thanked 5,702 Times in 2,814 Posts
DRG will become famous soon enough
Default Re: Night

I've put this into my notes for discussion. It's a valid point no one has mentioned before ---could be few play low sight games
Reply With Quote
  #3  
Old July 6th, 2015, 01:37 AM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Re: Night

Only option would be to slow them unless you are going to make vehicles viewable some how above the global visibility settings.
Spotting vehicles is not effected nearly as much as spotting infantry in low visibility games as a general rule.
Just like a tank firing would at the very least give away its position due to the flash but doesn't if above the global visibility setting.

A nice touch in my view that MAY be fairy easy to implement would be an option for the global visibility to randomly adjusting by a hex or two each turn.
Something like 5% chance plus X% per turn its stayed the same

Moon appears from behind the clouds, thunderstorm, blizzard eases up etc.
__________________
John
Reply With Quote
  #4  
Old July 7th, 2015, 04:04 AM

Griefbringer Griefbringer is offline
Sergeant
 
Join Date: Sep 2008
Posts: 385
Thanks: 1
Thanked 76 Times in 67 Posts
Griefbringer is on a distinguished road
Default Re: Night

Quote:
Originally Posted by Imp View Post
A nice touch in my view that MAY be fairy easy to implement would be an option for the global visibility to randomly adjusting by a hex or two each turn.
Something like 5% chance plus X% per turn its stayed the same

Moon appears from behind the clouds, thunderstorm, blizzard eases up etc.
Would an occasional shift of visibility by hex or two have much significant effect under decent lighting conditions (visibility 20+)? When the guns start firing, local visibility conditions already become quite dynamic as the smoke clouds start restricting lines of sight.

Under low visibility conditions (visibility 10 or less) changes of a hex or two at right/wrong moment could have some dramatic outcomes (welcome or not).
Reply With Quote
  #5  
Old July 7th, 2015, 04:54 AM
scorpio_rocks's Avatar

scorpio_rocks scorpio_rocks is offline
Major
 
Join Date: Aug 2013
Location: Yorkshire, UK
Posts: 1,047
Thanks: 366
Thanked 440 Times in 318 Posts
scorpio_rocks is on a distinguished road
Default Re: Night

Do vehicles hurtle about at full speed during battle? I doubt it - so won't the slowing down for "battlefield prudence" be the same as slowing down at night? wont some movement actually be quicker if it is unlikely to draw enemy attention?

Also, low vis may be fog, sand, haze, cloud, etc not just night - all conditions where lights cant be seen that far away.

ie is there a need to add further complications and adjust speeds in different visibilities?
__________________

"Gentlemen, when the enemy is committed to a mistake - we must not interrupt him too soon."
Horatio Nelson.
SPMBT Roundel Objectives Mod
SPMBT Small ID Flags Mod
WW2 Roundel Objectives Mod
Reply With Quote
  #6  
Old July 7th, 2015, 07:00 PM
gila's Avatar

gila gila is offline
Captain
 
Join Date: Oct 2008
Posts: 898
Thanks: 45
Thanked 60 Times in 54 Posts
gila is on a distinguished road
Default Re: Night

Lets think about it,
Tanks and AFV's simply had no use use at night in WW2 and certainly should not be blundering about at night without eyes on ground.
So it's probably support veh.s like trucks that may be moving,if so then it would be reckless to advance into unsecure roads if they run up on the enemy its curtains.
As for A/C they stayed grounded unless bomber raids.
So imo as scorpio says there no need to adjust factors for night battles.
Reply With Quote
  #7  
Old July 7th, 2015, 09:16 PM
DRG's Avatar

DRG DRG is offline
Shrapnel Fanatic
 
Join Date: Mar 2005
Location: GWN
Posts: 12,492
Thanks: 3,963
Thanked 5,702 Times in 2,814 Posts
DRG will become famous soon enough
Default Re: Night

Another way to look at this is the game as it stands allows players to do foolish things like running down a road at full speed in the dark which is one of the very best ways to get ambushed by AT teams............on the other hand prudent advancing no faster than supporting infantry is what would happen in reality and would result in fewer flaming wreaks. Also advancing infantry slower in low visibility games would keep them from blundering full tilt into ambushes in the dark which isn't that good for their morale so on one hand the game allows player to do things they shouldn't but doing those things are not a conducive to longevity so the natural course of action would be SLOW DOWN in low vis games

Don
Reply With Quote
  #8  
Old July 8th, 2015, 08:31 AM

Griefbringer Griefbringer is offline
Sergeant
 
Join Date: Sep 2008
Posts: 385
Thanks: 1
Thanked 76 Times in 67 Posts
Griefbringer is on a distinguished road
Default Re: Night

Indeed, if I am playing a battle that takes place in very low visibility conditions, then my infantry tends to advance slowly, and my vehicles tend to follow up close behind them.

Tends to make for pretty slow games due to the slow and systematic movement.
Reply With Quote
  #9  
Old July 8th, 2015, 08:54 AM
RightDeve's Avatar

RightDeve RightDeve is offline
Second Lieutenant
 
Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 468
Thanks: 99
Thanked 104 Times in 65 Posts
RightDeve is on a distinguished road
Default Re: Night

Very little benefits for so much change I guess, as Scorpio has noted.

I'd rather see flares implemented in night games. Unlike night vision devices, flares allow for literally everyone (even ants) to see that previously dark hexes, for a limited amount of time.

.....

Or better yet, the mother of all changes (at least for me): the ability for troops to be raised on a building, to simulate multi-storey or high rise buildings.

Cheers
Reply With Quote
  #10  
Old July 8th, 2015, 10:20 PM
Imp's Avatar

Imp Imp is offline
General
 
Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
Imp is on a distinguished road
Default Re: Night

Flares gun flashes seeing moving vehicles further out would really improve low visibility games but there is no way I can see it happening.
Complete remake of global visibility so it acts like standard visibility, some actions increase & some decrease the visibility.
I would guess messing with this would cause so many unforeseen effects its not worth it & then there is the AI to think about.
I can live with it its still the game in my book & its still evolving in areas where it can.
Given the fact that a slight change can cause issues throughout the game that need tracking down it amazes me they haven't just thrown their hands in the air & left it alone.
__________________
John
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:31 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.