View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0012359 | Bionic Dues | GUI | Sep 13, 2013 12:17 am | Sep 13, 2013 3:56 pm | |
Reporter | GrimerX | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 0.907 Start Of Alpha Round 2 | ||||
Summary | 0012359: Sensor vs LOS vs Fog of War mechanic initially confusing | ||||
Description | LOS was pretty clear. No issues there. Sensor range I didn't get at first. It wasn't clear to me why I could see x squares up and down but only y to the right. I thought maybe it had to do with sensors passing through walls and such. I was also expecting sensors to maintain their range whether or not I had visited a square. I expected things outside my sensor range to fade into fog-of-war. I can that the 'once visible, always perfect info' mechanic has some tie to the 'whistle' mechanic, so understand it's not a straightforward request to introduce fog-of-war for things outside the present sensor range. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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Not having the intel after you've visited it is something I considered, and we did do it that way at one point, but then you have to have a different way for representing four levels of LOS: current vision, in-sensor, seeen-but-no-sensor, and never-seen. That gets incredibly visually complex fast, and just doesn't feel right, so we changed it to this. |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 13, 2013 12:17 am | GrimerX | New Issue | |
Sep 13, 2013 3:56 pm | Chris_McElligottPark | Internal Weight | => New |
Sep 13, 2013 3:56 pm | Chris_McElligottPark | Note Added: 0033655 | |
Sep 13, 2013 3:56 pm | Chris_McElligottPark | Status | new => closed |
Sep 13, 2013 3:56 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Sep 13, 2013 3:56 pm | Chris_McElligottPark | Resolution | open => won't fix |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Bug - UI => GUI |