Causeless wrote:
I think where you are on the map should still be grid based, but you also see a smaller little circle inside the grid showing you. Also, you should get an estimate of amount of soldiers per area by a map discolouration, which updates every minute or so. For example, is lots of baddies are near town, the grid there would be a darker, deeper red, but with less, it would be a lighter, shallower red. The same would go for the green side. Of course, this could be toggled in competitive multiplayer. I would like if you could also see a dot for every soldier on your side, but I am not sure how feasible that is yet without causing a lot of lag.
My other suggestion is eventually going to be said anyways, and probably done, but it is for better AI pathfinding, Whenever I have a squad following me, it can feel a bit loose in a way, as if everyone is about to break away. This is probably because they don't tend to "follow" you as such, but just go where you go, so if you go in the trenches, they might stay outside on the edge, which can be annoying. I would like it if the AI was more intelligent in that aspect, and if they also liked to stick to certain land features, such as roads.
This all joins in with squad commands, such as stealth, tight formation, loose formation, and the such.
Yeah.
The AI could work where if you're on a road, a trigger is switched in the AI programming that makes them stay on a track.
Or maybe there could be options like, "Surround me!" Which makes them circle you, "Line up!" Whine puts them in a horizontal line towards where you're facing, and so on.
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JackMayol wrote:
As you may not know yet, your soldier is in a block which is active, everything is rendered.
Everything is
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