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[gameplay] unify unit vision range
AbandonedPublic

Authored by Nescio on Jan 27 2021, 7:40 PM.

Details

Reviewers
None
Group Reviewers
Balancing
Summary

This patch is an alternative to D3486.
Currently bolt shooters have an attack range of 90 and a linear splash range of 9. This means units need to have a vision range of 100 to be able to see the bolt shooters that are attacking them. While this is already the case for some (e.g. heroes, elephants), it's not the case for most (e.g. infantry has 80).
This patch therefore gives all units (except animals and catafalques) a vision range of 100, which means all units can see all units that can see or attack them.

Test Plan

Check for completeness and correctness. Agree with the proposal.

Event Timeline

Nescio created this revision.Jan 27 2021, 7:40 PM
Owners added a subscriber: Restricted Owners Package.Jan 27 2021, 7:40 PM

Build is green

builderr-debug-macos.txt
ld: warning: text-based stub file /System/Library/Frameworks//CoreAudio.framework/CoreAudio.tbd and library file /System/Library/Frameworks//CoreAudio.framework/CoreAudio are out of sync. Falling back to library file for linking.
ld: warning: text-based stub file /System/Library/Frameworks//AudioToolbox.framework/AudioToolbox.tbd and library file /System/Library/Frameworks//AudioToolbox.framework/AudioToolbox are out of sync. Falling back to library file for linking.
ld: warning: text-based stub file /System/Library/Frameworks//ForceFeedback.framework/ForceFeedback.tbd and library file /System/Library/Frameworks//ForceFeedback.framework/ForceFeedback are out of sync. Falling back to library file for linking.
ld: warning: text-based stub file /System/Library/Frameworks//CoreVideo.framework/CoreVideo.tbd and library file /System/Library/Frameworks//CoreVideo.framework/CoreVideo are out of sync. Falling back to library file for linking.
ld: warning: text-based stu

See https://jenkins.wildfiregames.com/job/macos-differential/3091/display/redirect for more details.

Nescio requested review of this revision.Jan 27 2021, 8:02 PM

Assuming the entities have the same height.

If a bolt shooter is on higher ground it can still hit something that cannot see it.

Ah, you meant terrain elevation bonus. True.
I was confused because entity (i.e. footprint) height is irrelevant.

Ah, yeah, I was unclear.

Am rather strongly opposed to increasing vision ranges. The problem of artillery being invisible should be fixed by revealing the attacker temporarily.

borg- added a subscriber: borg-.Feb 25 2021, 6:35 PM

I am not in favor of increasing the vision range and also the same vision range for all units.

rwas added a subscriber: rwas.EditedThu, Mar 18, 8:52 AM

From a gameability standpoint, I think what was done in 23b was fine. I also preferred vision tech.

From an accuracy (of combat representation) standpoint,
infantry are probably not likely to see what's being shot at them because they're probably too focused on not getting hit with melee weapons (ie., myopic focus).
Ranged attackers would be more likely to see distant targets because they (for the most part) don't need to worry about proximity threats. That and
ranged attackers typically find advantaged positions from which to fire (typically higher ground and advantaged aspects on enemy). So the vision range
advantage of ranged attackers I feel is adequately captured in the 23b representation of vision range.

If our goal is to create an iron age combat simulator, I think we have a lot of hack and slashing to do to make 0ad one of those. If our aim is to create
a gameable configuration, we should accept (we already do) some caricaturization of reality.

Nescio abandoned this revision.Thu, Mar 18, 9:15 AM

Three against.