Topic: Masking mode.

It will be fun, if activated modules, or high speed, decreased masking or detection capabilities.
For example masker will work more productive, if robot not moving and turned off its modules. As consequence, login traps will be replaced by ambushes.

Re: Masking mode.

all electronic and ew moduless should affect more than a guns or moving. also it can affect interference aswell.

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: Masking mode.

having a dynamic masking value for moving/not moving is an intresting idea.

but that sounds really server-load-heavy.

its more or less a "shut-down" stealth like in battletech.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

4 (edited by Alexadar 2011-06-10 12:03:51)

Re: Masking mode.

Annihilator wrote:

its more or less a "shut-down" stealth like in battletech.

^^
Yeah! Battletech fans will rate this feature)

The main reason why i want to see this is to replace stupid login traps with something what game mechanic can offer.

Re: Masking mode.

it will be a little more realistic

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: Masking mode.

While were at it. Another aspect of those "older" mw games was that you could SEE (visual) that theres something coming but there was no way to tell if its friendly or not until its in radar range.

And that was something i really really loved.
Basically like keeping your eyes open instead of staring at landmark list ...
and using the terrain (playing hide and seek) rather then maskers/detectors that let a mech "magically" apear 300m infront of you (*dang*).

Re: Masking mode.

AgY wrote:

Another aspect of those "older" mw games was that you could SEE (visual) that theres something coming but there was no way to tell if its friendly or not until its in radar range.

^^ Love it too!

Re: Masking mode.

too bad we cant embed pictures:

Bot thats sneaking in:
http://po.roving-guns.com/hide.jpg

found it? wink

If not .. its here:
http://po.roving-guns.com/found.jpg


We already have the whole line-of-sight thing. (for weapons)
All the server/client needs to do is render grey *somethings* (without a landmark) until its in radar range.

Maybe then people start climbing on the hills and looking out for something that moves .. rather then tp-camp the whole island. Spec-op bots do what they are supposed todo..
Hide in the plants and wait for the miners to settle wink

Theres a lot of potential in this wink For defenders as well as attackers.

Re: Masking mode.

AgY wrote:

too bad we cant embed pictures:

Bot thats sneaking in:
http://po.roving-guns.com/hide.jpg

found it? wink

If not .. its here:
http://po.roving-guns.com/found.jpg


We already have the whole line-of-sight thing. (for weapons)
All the server/client needs to do is render grey *somethings* (without a landmark) until its in radar range.

Maybe then people start climbing on the hills and looking out for something that moves .. rather then tp-camp the whole island. Spec-op bots do what they are supposed todo..
Hide in the plants and wait for the miners to settle wink

Theres a lot of potential in this wink For defenders as well as attackers.

So you want to recognise ppl only when they're in radar range? What about squad then? Should you be able to see your squad members?

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

10

Re: Masking mode.

No you wont see them wink they "disappear" when leaving your radar range.

btw .. imagine what fog means for your island (or your roam):
http://po.roving-guns.com/fog.jpg

Cant see *** wink "... lets wait till the fog is gone ... " .. haha

Re: Masking mode.

Ok but if you gonna use radar radius only, what for is detection range then?

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

12

Re: Masking mode.

detection range is your radar range

Re: Masking mode.

visual and radar range is the same for hacking and performance reasons. the server doesn't send you any data about an object if its not in your detection range.

I can remember my days in Autoassault - one of my pvp opponents was driving around under full stealth -> but i could always tell when he came into my viewing range because i got a lagspike when he was around.

when the system for sensor detection made it into the game, i suggested to add a kind of "falloff" to it, where you can see "something is there, but no details until its in full "recognition" range". This would also have enabled "fake blibs" ewar modules big_smile

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

14

Re: Masking mode.

Well there cant be "fake blibs" for visual detection wink But like it is in real life .. people are prolly starting to see "things".

I dont know how "theres is something unknown in my line of sight" can be used for hacking.
can be a friend a enemy .. or just a npc wink
Because thats the only information that the client needs to render a grey *something*.
Maybe limit it to 5 or 7km (performance reasons)