Oh, yeah, I think it's 'T' hotkey, right? Yeah, the gray overlay with dots of color that is barely larger than the full zoomed-out view and provide much less information... Oh, please, Chris/Keith, remove it or change it to a true feature... One day... When you'll be back to AI War (I mean, SBR is already great while unfinished, carry on... but come back, one day ; )
Sorry, I... "ramble". (Say what, wordreference? there is no word more precise than this? Well, maybe it's ok. Let use "ramble")
So the Extra fog of war isn't that fun... Folks, I bet we can come up with a good idea. Are you with me?
How can we make the extra fog of war more challenging?
There is three "vision" for ships: blind, normal and scout.
Some examples:
- blind: the RRebuilders traveling alone in hostile territory, the human resistance fighters provided by the rebelling human colony, some buildings...
- scout: all the scout ships, of course, plus the scout starships, the spirecraft version, all the golems (yep!) and... I guess it's all. Oh, one kind of younglings... commando? Maybe. The OCStation also provide scout coverage; we notice it when we loose one and the planetary summary disappears.
- normal: everything else.
All right, maybe a quick-and-dirty way of increasing (not really improving) the extra FoW would be to downgrate the normal vision to the blind vision: if you don't have a scout with your army, you're, well... blind. And if it's killed, you're good to fall back.
Sounds like planetary cloaker everywhere... Oh, wait, there is an AI that does it. Anyway, as I said, "quick-and-dirty". I'm sure we can refine this.
Damn! The normal "full" FoW hiding the planetary summary (list of ships and quantities) when no scout is really good: you're not blind, but your understanding of the battle may be wrong because you can't measure armies. You're good, Arcen, you're good...
While I'm thinking about it, I believe there is no many ways of making a new FoW. We can't downgrade the scout ability, because it's the higher intel gathering tool, we can't downgrade the blind ability because it's already the lowest intel gathering... So we can just modify the normal vision.
I was thinking about a sort of radius of vision around ships, like in a common RTS, and the scouts would have an "infinite" vision range. While it seems to solve the increased FoW, I think it would be too long to code for too few improvement.
Let's state that in another way. We need to hide some information when the player has no scout. Which informations are we able to hide?
Hey, rather than modifying the "combat" FoW (which is already good with the hiding of the planetary summary), maybe we can modify the "exploration" FoW. For example, once a planet is scouted, it displays the structures in it (guard posts, etc) both in the galaxy map and in the planet map (with the position of the structures). Proposal is: hide the structures if no scout (and no non-blind ship) is in!
Well, maybe it would be a bit harsh. To tamper that, there is my MkII proposal: if there is no ship/scout in a planet, but the planet has been scouted once, the galactic map display the major structures (GPosts, Barracks, Black Hole Machines, GravyDrills, etc) but the planetary view is empty, and we can't know where the structures are, or if there are other unlisted structures (wormhole GPosts, for example).
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Well, maybe I did too much. Anyway, what do you think? More ideas? Criticisms of mine?
Come on! I'm sure we can make something interesting out of this abandoned feature!