Night combat_
#121
Posted January 01 2013 - 11:14 AM
#122
Posted January 06 2013 - 07:39 AM
Perhaps also a "radar" view for fighting in fog and/or rain. Fog and rain eat thermal for lunch (this real world experience talking!) This view wont give you "3D" view but can laid over your normal vision for an extended "outline" view.
Caution: This program will push your whole system to the absolute limit! (prime95 got nuthin on this fuzzy bunny!)
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#123
Posted January 14 2013 - 08:21 AM
#124
Posted January 18 2013 - 11:20 AM
#125
Posted January 22 2013 - 12:48 PM
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"The difference between theory and practice is smaller in theory than it is in practice"
#126
Posted January 23 2013 - 01:41 AM
#127
Posted January 23 2013 - 10:52 AM
Imagine playing Bazaar in a sandstorm or playing Origin in a heavy storm...Beside that night combat would be even more tense,since everything is destroyed, there would be few lights.
I think it would be nice if the pic of the match's place that you see when you are getting into it informs you if it's day or night and the weather(sandstorm, rain,storm or even radiotive wave)
#128
Posted January 24 2013 - 06:05 AM
Kheldras, on January 23 2013 - 01:41 AM, said:
In 2011, I suggested including several light points and/or iluminated faces/shapes/pieces on the mechas in order to help with targetting in any future and potential dark scenario according to our discussion in here. That would definitely be a good addition, indeed.
(If you want me to search for that thread then I'll do it.. Just arrived home so I'm not in the proper mood to do that at this moment, I'm afraid.. )
Also certain scripted areas and/or geometry of the map dynamically changing their lighting values might also be an interesting approach in order to add extra atmosphere effects and value to the game. Just an idea though..
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"The difference between theory and practice is smaller in theory than it is in practice"
#129
Posted January 27 2013 - 08:21 PM
#130
Posted January 29 2013 - 09:25 AM
Sadukar, on January 27 2013 - 08:21 PM, said:
-phew! I almost got killed there, better repair around that corner. Better check my radar first...
-Ok, the area seems to be clear! Now I'll just stay here for rep...
BOOM
#131
Posted February 03 2013 - 12:09 PM
On a separate note - "Cover me, I'm commentating."
#132
Posted February 17 2013 - 06:54 PM
Include more elements that are dangerous to stand near but you might want to take the risk for some reason like sticky mud, melting lava, crumbling rocks, fast current water pushes you mech sideways/backwards but can manage to pass it. This would aid the bigger mech to wait on a bridge and nuke the "fast mechs" that want to intrude a base.
#133
Posted February 17 2013 - 07:03 PM
#134
Posted February 22 2013 - 01:11 PM
Jim Bob || Beserker Big Bertha || Brawler
Bubba || Bruiser Billy-Bob || Technician
Bobby-Joe || Reaper
My name is pronounced (Shuahn-duuh) not (Juan-dee).
#135
Posted February 22 2013 - 01:19 PM
#136
Posted February 25 2013 - 06:30 PM
#137
Posted March 01 2013 - 07:42 PM
The_Silencer, on January 22 2013 - 12:48 PM, said:
Assault mecha have flood lights...
a "Toggle Flood Light" command would allow for players to hide more effectively and when one aspect of a battlefield changes, the tactics get a whole lot more complex.
#138
Posted March 01 2013 - 09:42 PM
#139
Posted March 15 2013 - 07:38 AM
necroq, on March 01 2013 - 09:42 PM, said:
Do we have to wait for 1 entire year until we can play on the Good Ol' Frosty Prosky_!
Please, slightly adapt it to your non seasonal modern days and include it into the map rotation a.s.a.p!
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"The difference between theory and practice is smaller in theory than it is in practice"
#140
Posted March 17 2013 - 10:51 AM
IR Scope on, lets you see what's illuminated by IR lamps. But, you don't have to turn on YOUR IR lamp. You can sneak around waiting for others to flip it on.
Or, you can be more pro-active...
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