Topic: Terrain that alters masking/detection value

I would like to see some kind of terrain (swamps with heavy gas, forests, fault lines with EM radiation etc) that reduce the visiblity (and possibly detection) of the units inside. With a well fitted scanner being able to see most of the island, and gate watchers (->proximity sensors) monitoring the entrances it is possibly a little too easy to see almost the entire island.

Perhaps some patches where movement could be allowed undetected, or areas to run into that then give you a couple of options to run out of would add some more spatial and tactical depth to the game.

Re: Terrain that alters masking/detection value

Good, but has to be visually realistic. And terraformable big_smile

Same idea applies to movement speed and was suggested a few times.

Re: Terrain that alters masking/detection value

Yes, there has been a thread about alot of stuff like this in general (terrain that hurts you, masks you, makes you easier to see, decreases/increases locking range etc)

I say +1 to it all.

Looking forward to new players and new conflicts.

Re: Terrain that alters masking/detection value

+1

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

5 (edited by Alexander 2012-01-12 08:05:14)

Re: Terrain that alters masking/detection value

Add it as a terrain layer "High Vis./Low Vis."
Green would be tile that give a bonus to detection by reduce masking (Or leave it the same) and Red would be a bonus to masking (Reduction to Detection if possibly)

That would be cool.