Fog of War

TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
edited January 2011 in Ideas and Suggestions
<div class="IPBDescription">Something that every RTS needs, is NS2 up for the task?</div><i>Many, if not all RTS games have a fog of war. Is this something that will come in the future for NS2? </i>

<img src="http://media.giantbomb.com/uploads/0/24/10712-fog1_large.gif" border="0" class="linked-image" />
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><i>Take note of the transparent fog and you'll know what I'm talking about.</i><!--sizec--></span><!--/sizec-->
<a href="http://www.giantbomb.com/fog-of-war/92-14/" target="_blank">Fog of War - GiantBomb.com</a>

It's fairly odd to see alien characters phase in and out of existence while commanding, as well as being able to see dynamic lighting across the map change when you clearly shouldn't be able to, unless the Command Center is connected to the station itself and knows when the lights are out, but still. It makes commanding a bit of a jagged experience.

The fog of war really helps to know where your territories are, when an area blanks out when structures or marines are killed and adding a whole new level of awareness.
Starcraft 1/2 uses this heavily, and structures that have been discovered are kept viewable for the player but only updated when a unit is nearby, making mindgames such as fake-deploying a tactic then switch after the scout is dead.
It's definitively a case of "will this work for NS2?" since the structures in Starcraft 2 morphs, have extensions and view production whereas NS2 does not use all that much, but if you have to draw inspiration from a game then SC2 wouldn't be a bad place to start.

However I can imagine this isn't that easy to implement (the visual fog) without hitting performance issues again, but for the sake of NS2 being a full-out game I personally think this is something that needs to be done at some point.


<b>Pros:</b>
<ul><li>Mindgames, you can trick your opponent into thinking that you are going a specific tech-route then switch.</li><li>Preparation and ease of use when it comes to scouting, if structures are kept it is easier to keep track of things and to deploy a counter-tactic.</li><li>It is a great interface feature that helps you to see what the unit on the ground sees and makes it look less buggy from a Commander's/newcomer to the game's PoV.</li><li>Pretty much standard in all RTS games to have this, NS2 commander-mode shouldn't be an exception.</li></ul>

<b>Cons:</b>
<ul><li>Technically challenging, especially considering all the other technologies the engine uses (dynamic lights, DI, physics, LUA-scripts).</li><li>May seem like a wasted effort since the fog is only visual feedback really.</li><li>Considering the game consists of confined spaces, it would be hard to confine the PoV (visually in the fog) from a unit inside the walls without a lot of work.</li></ul>

Comments

  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    It'd be nice to have, but not a must. What's must have in any way is to see the map without sending a unit there before.
    After all...
    * Marines have the installation's layout in their database or have it acquired from the owner
    * Aliens have been around a while and should have been everywhere.

    Exceptions are secret rooms nobody knows off until an onos or a welder squad breaks in.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    <!--quoteo(post=1824598:date=Jan 15 2011, 05:33 AM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Jan 15 2011, 05:33 AM) <a href="index.php?act=findpost&pid=1824598"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It'd be nice to have, but not a must. What's must have in any way is to see the map without sending a unit there before.
    After all...
    * Marines have the installation's layout in their database or have it acquired from the owner
    * Aliens have been around a while and should have been everywhere.

    Exceptions are secret rooms nobody knows off until an onos or a welder squad breaks in.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes of course, I actually meant to talk about the transparent fog of war rather than the solid black in that image. I think most games have gotten rid of that when it comes to multiplayer at least.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2011
    I'd like to see this extended to rooms and DI in the future, making stuff outside of these area (neutral or enemy territory) only visible to a radius around structures or players in that area, like it is currently. But perhaps make everything visible on DI or in marine powered rooms.

    And of course fix the phasing in of buildings, but the dynamic lighting changes shouldn't change IMHO, powernodes are marine structures so they should either see the room or reveal a radius around them
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    edited January 2011
    Isn't this already in, except there isn't visible clouds to de-fog? IIRC a commander cannot see aliens nor buildings not detected by buildings, macs or marines.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    NS works a bit different than Starcraft.

    It is not an open area, where you are supposed to see everything in your territory. The fog system says "fog=see no enemey units ; no fog=see every movement".
    In NS the units can sneak through your territory without even being noticed. So the fog would not make any difference.

    It's more like a helmet camera, and I like it that way. Alien in sight=visible ; Alien not in sight= - of course - not visible.

    And Obs and Scan is a little additional helper.

    But I hope I am right. When you don't have an Obs in NS1, you don't see an Alien walking through your base as com, right?
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    I think that you see any alien near your buildings.
    If I am wrong, I hope it will be made like that, hopefully really near, around fades long swipe distance. Merely just as a way to see what kind of thing is chewing on your stuff, or sneaks to a well hidden spot in your base.


    But yeah, fog of war is already in.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    edited January 2011
    Yes but I'm talking about visuals here, there is a fog of war but it can't be seen neither does it have the (suggested) feature of keeping units that has been discovered frozen as they were when they were last seen. I find it rather odd to watch someone in Commander mode and then have the enemy of my player down below just phase in and out of existence for no particular reason (having a fog that shows this would be the reason). I know how it works but from just watching it and taking aesthetics and looks into the picture and compare it to any other RTS-game out there, it's just plain weird and glitchy.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    What about the marine's line of sight, would it change the commander's fog of war? Could be really obnoxious.
  • NoOtherDestinyNoOtherDestiny Join Date: 2003-07-31 Member: 18627Members
    I like the transparent fog of war. At the moment, at least when I've commanded, I can see where aliens place hives, often when they spawn from eggs I can see them for a second before they disappear again. That is where they are no where near any marines/buildings and powernodes in the area are out. I think it should be fixed up and based on marine views to a certain distance. Any alien structures seen will remain frozen at their last sight and aliens maybe visible still moving for a second or 2 before they disappear.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    Visual fog of war would be cool. I could see it being annoying in commander not being able to see if your marine is really "seeing" a part of a room, and having to guess if ti's really empty or not.

    example: entering a crowded room and walking through, and not being 100% sure the marine's line of sight caught behind that crate or not. Skulk hiding there? Have to guess at it and hope not. At least with a visible fog, you could confirm that yes, the marine checked it and it's safe.

    This would be especially important when moving into a hive room for the kill.
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