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Re: No.
Posted By: Gravemind <kuukan_no_kage@yahoo.com>Date: 7/14/12 2:25 p.m.

In Response To: No. (uberfoop)


: {Field of View stuff}

I can see where you're coming from. I thought FOV would be a simple math thing, as reflected in the article. But you seem to know a lot more about the ins and outs of FOV than I do. Thanks for the feedback. That info will prove useful in further updates to the article.

: Fog and Weather:

: Even in the cases you mentioned, fog is light enough with respect to the
: actual combat that happens that it tends to not significantly impact
: gameplay. About the only times that I can recall fog having a big effect
: in even remotely natural gameplay have been when I've flown a banshee into
: the heavens in AotCR and Two Betrayals and had dogfights in
: low-visibility. But that's pretty bizarre stuff.

Well, fog does have some impact on gameplay. Granted, it has almost always been used in smaller areas where there's not enough distance to provide obscurity, but it can be done in the fashion I'm thinking of. Backwash did make mid-range combat more difficult, for example, as you couldn't clearly see from one side of the level to the other. Imagine that in a larger, more open level. Or to use a Campaign example, he fog at the bottom of the spiral path in Two Betrayals on HCEA is pretty dense and you can barely spot those two Jackals until you get right up on them. If it were utilized in a larger area, it would have a noticeable impact on gameplay. As for non-Halo games, I recall at least on level in Crysis having some fairly obscuring fog effects.

: Part 3 Stuff:

: >>“The stage after the Insurrectionist’s defeat would be an
: investigation of a buried Forerunner facility the Innies discovered”

Are you opposed to this idea on principle, or is it because of the potential for canonical issues? If it's the latter, don't worry. The Innies would end up with squat in the end. And besides, the UNSC has been discovering Forerunner stuff for decades. Why shouldn't the Innies get "lucky"?

: There are a lot of reasons people don't tend to do that with most kinds of
: FPS enemies. Things like the Covenant that are designed to be interesting
: and difficult challenges even when broken up would break the game if they
: charged as a coordinated group. It wouldn't be "oh, this is
: interesting" so much as "wow this is dumb, might as well revert
: to last checkpoint to reset everything." The only practical way to
: avoid that would be by intentionally hobbling the enemies in bizarre ways,
: which would probably be received even less well than what Reach does to
: Noble Team.

I could see how some people would consider that to be too difficult of a gameplay factor. However, I've always been disappointed that the Covies rarely pursue you, and are usually confined to preset areas. For example, the Rally Point Alpha fight on Tsavo Highway is set up to where the Brutes will not advance past a certain point. Sure, you're pinned in if you hole up in the bunkers, which already makes it hard enough on Legendary, but they could at least send a scout or two in after you. You could literally sit in those bunkers all day and not get attacked if you sit in the right spot. Maybe that's for the better overall for the sake of properly balanced difficulty, but still. Hell, if they did send only a small part of the group in (and there are probably 20 Brutes in that battle) instead of waiting as a whole group outside of your campsite, it might make things easier.

The Dark Sangheili



Message Index




Replies:

Building the Ultimate Halo Game part 3 is upnomis78 7/11/12 8:25 p.m.
     So, uh, we gonna discuss this thing, people?Gravemind 7/11/12 9:50 p.m.
           No.uberfoop 7/12/12 12:54 a.m.
                 Re: No.Gravemind 7/14/12 2:25 p.m.
           Re: So, uh, we gonna discuss this thing, people?stabbim 7/12/12 12:08 p.m.
                 Re: So, uh, we gonna discuss this thing, people?stabbim 7/12/12 5:07 p.m.
                       Re: So, uh, we gonna discuss this thing, people?Gravemind 7/14/12 2:02 p.m.



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