umbro Wrote:IMHO the issue with Variable Visibility is (as has been pointed out) that it may be different in two consecutive turns that in IGOUGO games are supposed to be modeling simultaneous moves.
There is, however, a potential solution, that allows the reality of changing visibility in a six minute (or however long you think a turn really represents).
Until "they" say it's different, turns were/are six minutes and a hex was/is 250 meters. And, yes, the factor that makes the current Variable Visibility model "silly" is the changes within the six minutes of the IGOUGO.
umbro Wrote:Currently the visibility changes at the beginning of a players turn, before his units spot previously unspotted units in their LOS - which includes units that have just appeared in their LOS because the visibility increased. That player can then take advantage of the LOS change in an unfair manner.
However, if visibilty was changed AFTER spotting then both players have an (almost) equal chance to react to the change in visibility. Furthermore, visibility should not change in two consecutive turns.
I believe that this subtle change makes this feature workable.
If you could write an algorithm that would change visibility that way it would be workable, except I think that weather/visibility changes should be held to longer than every other turn.
Plus, you could look into "dawn" and "dusk" changes that could be programmed into the engine that, when selected, visibility can adjust up or down (not both) to reflect moving into sunrise or sunset?
I'm not a fan of the idea that the game engine should take over and bounce visibility around within six minute turns.
umbro Wrote:Please feel free to shoot holes... not that any of you buggers needs the encouragement
In the past this "bugger" has seen holes big enough to drive through. You are presenting us with something that would be hard to squeeze through. :)
Scope and scale? :chin:
Ed