erutan Posted March 31, 2013 Share Posted March 31, 2013 (edited) Since range in this game is entirely fake/truncated, we don't have to make the scope too OP. Say once a sniper is deployed their site changes from 16 tiles @ 45° to 22 tiles @ 10° or something. If you were flanked and had to move your sniper you'd have the accuracy debuff. Your best bet would be to pop a smoke grenade or pull out the pistol and pray. Edited March 31, 2013 by erutan Quote Link to comment Share on other sites More sharing options...
erutan Posted April 10, 2013 Share Posted April 10, 2013 Having played the demo a bit I think this might work if the sight boost was ~ an extra 4 tiles but you had ~1/3 to 1/4 the FOV. It'd be kinda noticeable but not overly OP, especially as you need to setup the round before, so you'd be scouting with your sniper to realistically get that boost and hence a bit exposed. Not entirely sure it's necessary, but it'd add a little flavour I think! Quote Link to comment Share on other sites More sharing options...
tirlimpimpim Posted April 11, 2013 Author Share Posted April 11, 2013 One more thing, I think that line of sight should increase depending on altitude. Say a solder climbs to a first or second floor, she should see significantly further than those on the ground, this would also introduce additional tactical possibilities to the game. Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted April 11, 2013 Share Posted April 11, 2013 That actually sounds like a good idea. If you think about line of sight being a straight line, going from your eyes to the ground where your FOV ends, then it would continue for at least a few more tiles the higher up you got. It shouldn't double your sight, but it should be enough to be useful. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 11, 2013 Share Posted April 11, 2013 Thought that was already a confirmed feature? Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted April 11, 2013 Share Posted April 11, 2013 Is it? I'm just going off of what the post before mine said. I've never actually tried it, to be honest. Quote Link to comment Share on other sites More sharing options...
erutan Posted April 11, 2013 Share Posted April 11, 2013 It doesn't seem to be now, at least not significantly - I think it's more on the list? Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 12, 2013 Share Posted April 12, 2013 Confirmed as a feature, not necessarily implemented yet. Quote Link to comment Share on other sites More sharing options...
tirlimpimpim Posted April 12, 2013 Author Share Posted April 12, 2013 Then how about headlights for a Hunter (and other vehicles) to work during night time missions providing additional illumination in front of it? Quote Link to comment Share on other sites More sharing options...
erutan Posted April 12, 2013 Share Posted April 12, 2013 The problem with that is you just spin your hunter in a circle and you get a huge reveal. It takes the thrill/fear out of night missions (having to throw flares, etc). Quote Link to comment Share on other sites More sharing options...
tirlimpimpim Posted April 12, 2013 Author Share Posted April 12, 2013 Unless you make it so, that in case the headlights are shining at the direction of an alien, he is able to see them from even grater distance. This might seem like an unnecessary overcomplication, of existing system, and maybe it is, I'm just brainstorming here Quote Link to comment Share on other sites More sharing options...
erutan Posted April 13, 2013 Share Posted April 13, 2013 Weapon/sight ranges are all shortened, lighting should be as well. It just seems overly complex and a little easy to game. Quote Link to comment Share on other sites More sharing options...
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