View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0016325 | Stars Beyond Reach | Suggestion | Apr 22, 2015 9:49 am | Aug 21, 2015 2:40 pm | |
Reporter | ptarth | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.800 (New HUD) | ||||
Fixed in Version | 0.907 (First Version Of New Battle Mode) | ||||
Summary | 0016325: Scouting buildings become useless after complete map exploration | ||||
Description | In my current game, I have explored the entire map by turn 230. I have 7 scouting buildings. Once the map is explored, they no longer are useful, yet they use a ton of power. I also feel bad about destroying them since they provided so many turns of loyal service service. I'd like it if there was something they would do to make them useful for the entire game. | ||||
Tags | No tags attached. | ||||
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If you or anybody have ideas on what they might do after that full pass, I'm all ears. I've thought about this off and on. It might make a good forum topic, and then bring ideas back to mantis when there are any. |
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Fog of war, explored area outside of district range grays out and does not update after 5 turns (for example). |
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Yeah, aside from that one, heh. We have fog of war underground, and that works well for making the underground feel mysterious. But it would make me extremely uncomfortable for the surface. |
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Stay strong Chris. Don't give in to the Fog of War Illuminati! |
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I'm not inherently opposed to fog of war at all, but in this particular game I don't think it adds anything except extra fiddling. The AIs have plenty going on that you can't see, but then there's plenty of other stuff that you do need to see. My view is that the sole purpose of fog of war is to let an opponent "hide their hand of cards," so to speak. Part of that involves surprise attacks, and part of that involves obscuring their build strategies. These things are already hidden in this game, but there is other information about troop movements and so forth that is actually quite valuable to see here. So that means that the bad part of fog of war -- the fact that you can tediously repeatedly scout something if you feel about it -- is all that remains if we were to add it. The reason I have fog of war underground is to help give those buildings a different sense, and to create a sense of uncertainty in the player of "just how big is this opponent?" That you can't be 100% sure there's not more iceberg lurking beneath the ocean surface, so to speak. Those are my views on it. The stuff that's visible here I view as being necessary in the same way that you need to see your opponent's pieces in Chess and in Risk. The initial blackness is a matter of theming, and giving the sense of exploration. Plus also a matter of giving you a couple of things to potentially prioritize, and emphasizing your lesser power at the start of the game. None of the AIs use fog of war, for instance, because they are more established. Eventually you catch up to them, but you're starting much smaller than they are. |
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Ptarth's thread : http://www.arcengames.com/forums/index.php/topic,17690.0.html Thanks for the explanation. |
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Lots of scouting changes. Thanks! * The sonar surveyors buildings is now useless (though it will be repurposed) and has been removed from the game. ** Scout stations now both sonar and scout all in one. ** This not only lets us do something more interesting with the sonar scout building in the future, but it also makes it so that the regular scout buildings never become pointless. |
Date Modified | Username | Field | Change |
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Apr 22, 2015 9:49 am | ptarth | New Issue | |
Jun 5, 2015 11:51 am | Chris_McElligottPark | Note Added: 0041745 | |
Jun 5, 2015 11:51 am | Chris_McElligottPark | Status | new => feedback |
Jun 5, 2015 12:12 pm | kasnavada | Note Added: 0041762 | |
Jun 5, 2015 1:05 pm | Chris_McElligottPark | Note Added: 0041790 | |
Jun 5, 2015 1:56 pm | ptarth | Note Added: 0041806 | |
Jun 5, 2015 1:56 pm | ptarth | Status | feedback => new |
Jun 5, 2015 2:47 pm | Chris_McElligottPark | Note Added: 0041817 | |
Jun 5, 2015 2:47 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jun 5, 2015 2:47 pm | Chris_McElligottPark | Status | new => feedback |
Jun 5, 2015 3:15 pm | kasnavada | Note Added: 0041825 | |
Jun 5, 2015 3:16 pm | kasnavada | Note Edited: 0041825 | |
Aug 18, 2015 1:20 pm | Chris_McElligottPark | Assigned To | Chris_McElligottPark => keith.lamothe |
Aug 18, 2015 1:20 pm | Chris_McElligottPark | Status | feedback => assigned |
Aug 21, 2015 2:40 pm | Chris_McElligottPark | Note Added: 0042830 | |
Aug 21, 2015 2:40 pm | Chris_McElligottPark | Status | assigned => resolved |
Aug 21, 2015 2:40 pm | Chris_McElligottPark | Fixed in Version | => 0.907 (First Version Of New Battle Mode) |
Aug 21, 2015 2:40 pm | Chris_McElligottPark | Resolution | open => fixed |
Aug 21, 2015 2:40 pm | Chris_McElligottPark | Assigned To | keith.lamothe => Chris_McElligottPark |