Hiawata Posted December 16, 2014 Share Posted December 16, 2014 Just a thought - would it make sense to make the visual field of Xenonauts units wider? 90 degrees seems a bit too narrow. As far as I know, humans have about 120 degrees field of vision. Plus, soldiers would look a bit to the left or right, so even more than 180 would make sense. Of course, it's not primarily about realism but about gameplay, so I understand if something has been balanced around 90 degrees. But, it does seem like perhaps the idea wasn't that a Xenonaut shouldn't see, say, the tile directly right or left of him/her or that you need two units to keep an eye on a stretch of open ground. Quote Link to comment Share on other sites More sharing options...
drages Posted December 16, 2014 Share Posted December 16, 2014 A human got 180 angle of sight but at edges you lose your identification ability.. so maybe u can make it about 120.. As you said its about the game balance.. you dont need to stuck realism, but if its bother you you can change it at armour xmls.. Quote Link to comment Share on other sites More sharing options...
Hiawata Posted December 16, 2014 Author Share Posted December 16, 2014 It's not bothering me that much. From the start I adapted my tactics to it, but it was just a thought because in some situations it did feel a bit weird having to have several units covering something that intuitively a single unit should be able to cover. I'd be reluctant to change anything without testing to see if it breaks the balance. I'm still not so far into the game, but I understand that some armors reduce the field of vision, and clearly not all aliens have the same field of vision as the Xenonauts, so I can only suspect that just increasing the Xenonaut basic field of vision would upset things. It was more of a thought about whether some future edition of CE might want to look at this? Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted December 16, 2014 Share Posted December 16, 2014 It's not bothering me that much. From the start I adapted my tactics to it, but it was just a thought because in some situations it did feel a bit weird having to have several units covering something that intuitively a single unit should be able to cover.I'd be reluctant to change anything without testing to see if it breaks the balance. I'm still not so far into the game, but I understand that some armors reduce the field of vision, and clearly not all aliens have the same field of vision as the Xenonauts, so I can only suspect that just increasing the Xenonaut basic field of vision would upset things. It was more of a thought about whether some future edition of CE might want to look at this? Go to the "config.xml" file and set "LOSAngle" to something like "110" and the Aliens' Cone of Sight should change accordingly. To change the Cone of Sight for Xenonaut Armours you can go into the "Armours_gc.xml" "aiprops" controls the range at which aliens can see things. Source(s): Experience in modding/playing around with various things. Quote Link to comment Share on other sites More sharing options...
TheGrover Posted December 19, 2014 Share Posted December 19, 2014 I had somr thought, is it possible within the game to add a second "periphery" vision cone, in which you can only see a MOVING entity (to trigger reaction fire), which seems a reasonable comprimise. Though i dont know how flexible the game engine is for things like these Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted December 20, 2014 Share Posted December 20, 2014 I had somr thought, is it possible within the game to add a second "periphery" vision cone, in which you can only see a MOVING entity (to trigger reaction fire), which seems a reasonable comprimise.Though i dont know how flexible the game engine is for things like these It's require a community coder to add that feature in and it'd probably take a lot of work to make functional. Sorry. Quote Link to comment Share on other sites More sharing options...
Hiawata Posted December 23, 2014 Author Share Posted December 23, 2014 I like the above idea. I can see how it would still allow, say, an enemy to be in a corner in a building and if I'm not careful enough to look around when I walk in, then I'll get killed. But, it would also eliminate quite a few weird situations when it just feels strange that the player (or the aliens, for that matter), don't see something that it clearly makes sense to see. Too bad we won't be seeing that feature, though. Quote Link to comment Share on other sites More sharing options...
llunak Posted December 31, 2014 Share Posted December 31, 2014 LOS handling in the game is already complex as it is. Consider the 90 degree thing a feature, or reconfigure it locally to be more. As for looking a bit to the left and right, that's exactly what right clicking does. I'll consider adding tiles directly to the sides of a soldier to the LOS, that might be worth the effort. Quote Link to comment Share on other sites More sharing options...
Hiawata Posted January 3, 2015 Author Share Posted January 3, 2015 Being able to see the tiles to the left and right of a soldier would make sense. I know I can look left and right with a right click. I was thinking more about a situation, for example, in which I have a soldier crouched behind a low wall, overlooking a stretch of clear ground, and I want to keep him there to guard that direction. As it is now, I usually actually need two soldiers, because one won't be able to see the whole stretch of ground. When it's my turn, I can, of course, look around, but one of the ideas was to have reaction shots during the aliens' turn. But, in another situation - say, when I'm entering a building, it would be great to keep it so the alien can hide in a corner, and if I don't look around, I might get shot. The idea of having "peripheral vision", which would detect movement, but not stationary people/aliens, seemed like a good option to achieve both. Another would be some sort of an "overwatch" funciton - say, if a soldier doesn't move at all, he gets a wider field of vision during the aliens' turn, to simulate the soldier keeping watch. But, in any case, after playing a bit more, I realized that really a lot would change if the field of vision were wider. Perhaps not as much as if the LoS were longer, but still a lot. For example, say I want to keep watch over a certain bit of the map in case an alien comes from there, while the rest of the team search a building. As it is now, I might need two soldiers to keep watch. With a wider field of vision, I would need one. The extra soldier would potentially make a huge difference when employed in the searching of the building. So, that would potentially necessitate rebalancing. And that's probably just one example of what would need to change. Still, I might experiment with wider fields of vision at some point. Quote Link to comment Share on other sites More sharing options...
Leiska Posted January 14, 2015 Share Posted January 14, 2015 I wouldn't be opposed to this. Soldier vision is so limited you sometimes get ambushed from really weird places and it just doesn't always seem realistic for that to happen. Quote Link to comment Share on other sites More sharing options...
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