Post by Cory Trese on Jun 22, 2011 15:54:50 GMT -5
I'm thinking ... we have the ability to attach a certain number of objects to a map as well as a full elevation system.
Right now most of the rooftops are inaccessible. as we make zones outside of the NBZ you'll see much more interesting battle terrain.
I'm thinking about the original request for unique terrain.
We have a few established but they're more macro than the micro, examples:
"Expose Territory" which is attached to the highways "Heavily Watched" which is near the towers and walls
Because of the CPU cost of parsing a bunch of objects for each map we have been trying to use larger objects. Andrew and I will have to talk about it, maybe there is a way with specific tiles (like literally, if you stand in TrashTile4 you get +1 Cover or something directly mapping image to behavior.)
Last Edit: Jun 22, 2011 15:55:10 GMT -5 by Cory Trese
Post by HateSolstice on Jun 22, 2011 21:16:49 GMT -5
That'd be awesome. And now I'm very intrigued by the fact that the engine is capable of elevation. Could add a whole new level of gameplay for sniper and spy characters(not sure if there is a spy-like character yet, since I haven't played with all the stats just yet).
You mentioned the Expose and Heavily watched areas. How are other areas affected then? Are certain areas in each zone lower risk of encounter than others?
Post by HateSolstice on Jun 23, 2011 8:17:03 GMT -5
I certainly see the potential here.
For example, for "soft cover" you could use things like bags of garbage, barrels of toxic waste, pile of pallets, etc.
"Hard cover" could be things like cars, dumpsters, concrete blocks or jersey barriers, the corner of a building, etc.
These could either affect your AC, or your "to hit" modifier, or both. Obviously it'd have to work both ways for the NPCs as well. Could also add in modifiers for explosive weapons, such as grenades and rockets. I'm not sure if any are in the game yet, or if they will have splash damage or not. Just a few more things for you to think about there, Cory.