Dawn and visibility levels

Panther Games' Highway to the Reich revolutionizes wargaming with its pausable, continuous time game play and advanced artificial intelligence. Command like a real General, under real time pressures to achieve real objectives on a real map all within the fog of war. Issue orders to your powerful AI controlled subordinates or take total control of every unit. Fight the world's most advanced AI opponent or match wits against your friends online or over a LAN. Highway to the Reich covers all four battles from Operation Market Garden, including Arnhem, Nijmegen, Eindhoven and the 30th Corps breakout from Neerpelt.

Moderator: Arjuna

Post Reply
User avatar
Fallschirmjager
Posts: 3555
Joined: Mon Mar 18, 2002 12:46 am
Location: Chattanooga, Tennessee

Dawn and visibility levels

Post by Fallschirmjager »

I dont think we will see another patch for HTTR, but perhaps this has a chance of making it into the Crete add on. One think I highly dislike about the game is when it hits a certain time visibility automaticly doubles. This is unrealisitc and quite troublesom. If you have units within close proximity of one another when the sun sets the fighting will stop. As soon as it hits 5am its like someone hits a button for the war to start again.

I have a solution to this problem. If anyone has ever played Talonsofts 12 O'clock high that game had a % in the interface for the light level. As the time moved the % would grow or decrease. Airborne Assault needs something similiar. As it stands now it 'all of a sudden' gets light or gets dark. It should be a much more gradual shift.
MadScot
Posts: 135
Joined: Sat Apr 24, 2004 8:46 pm

RE: Dawn and visibility levels

Post by MadScot »

I thought there were at least two "dawn type" events which increased visibility by some extent, and similarly at night? The transition from dark to day can be quite rapid, and with the effect of delays it's probably inside the command cycle anyway. So it doesn't bother me that much, except for a small aesthetic effect.
KNac007
Posts: 177
Joined: Thu Mar 14, 2002 11:04 pm

RE: Dawn and visibility levels

Post by KNac007 »

The fix is quite easy, just increase the dawn/dusk evolution: instead in two steps of 1 hour each or whatever it is, 4 of half an hour, for example.

However it doesn't bother me that much like MadScot.
User avatar
Tzar007
Posts: 779
Joined: Sat Feb 07, 2004 3:57 pm
Location: Montreal, Quebec, Canada

RE: Dawn and visibility levels

Post by Tzar007 »

I believe there is actually 2 levels of increase and decrease of light at dawn and dusk. At 19h00, light decreases a notch, and then at 22h00 it's the night. Reverse process at 5h00 and then 7h00, if I am not mistaken.

I do agree that it is simplistic and aesthetically weird, but I don't think the effect on gameplay is really that annoying or dramatic. It happened quite often during WWII that fighting would simply stop at night and start back at dawn. The need to sleep still exists for soldiers too [:)] But that did not prevent night fighting whenever and wherever appropriate, and night fighting do happen often in HTTR, so overall I think it is OK.

Anyhow, it would probably be a good improvement for next releases, having a more gradual dawn and dusk.
User avatar
Fallschirmjager
Posts: 3555
Joined: Mon Mar 18, 2002 12:46 am
Location: Chattanooga, Tennessee

RE: Dawn and visibility levels

Post by Fallschirmjager »

It should be a gradual increase or decrease on a minute by minute basis. The Moon phases should also provide different levels of visibility as well.
User avatar
Trigger Happy
Posts: 750
Joined: Mon Mar 22, 2004 11:48 am

RE: Dawn and visibility levels

Post by Trigger Happy »

ORIGINAL: Fallschirmjager

It should be a gradual increase or decrease on a minute by minute basis. The Moon phases should also provide different levels of visibility as well.

during a 10 day max period, it would have minimal consequences to say the least
beside, i don't know what difference it would make, the AI would still decide to stop fighting when visibility is at -50% instead of -2/4 or something. It is engaged in combat or it is not. I don't think the AI can gradually disengage.

Or is the AI more aggressive when it's intel is good?
even if we can set the AI aggressiveness (on the friendly side that is)?

IMHO, it would be more appropriate for PantherG to concentrate their efforts on the implementation of a friendly FOW or other features, such as explicit supplies, that would REALLY make a difference on gameplay.
User avatar
Arjuna
Posts: 17768
Joined: Mon Mar 31, 2003 11:18 am
Location: Canberra, Australia
Contact:

RE: Dawn and visibility levels

Post by Arjuna »

FJ,

Good suggestion. At the moment it does step down from full daylight to dusk to night. But your idea of a more gradual transition is a good idea. I'll add it to the wish list.
Dave "Arjuna" O'Connor
www.panthergames.com
MarkShot
Posts: 7549
Joined: Sat Mar 29, 2003 6:04 am

RE: Dawn and visibility levels

Post by MarkShot »

Please make sure that my old request that the times for sunrise and sunset be displayed as part of the mouse rollover action. Thanks. :)
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
User avatar
Fallschirmjager
Posts: 3555
Joined: Mon Mar 18, 2002 12:46 am
Location: Chattanooga, Tennessee

RE: Dawn and visibility levels

Post by Fallschirmjager »

Over a 10 day period 1/3 of the moon goes through its cycle. Thats a significant portion of light.
And in Normandy and the Bulge we might see scenarios stretching for even longer periods.



I am aware for the two step approach and I forgot about it in my original post. It helps but its still way too drastic.
Visibility may fall from 10000 meters to 5000 meters and then too 2500 meters in 2 steps.

Once the sun starts to set visibilty should drop every minutes by 20 meters or whatever Panther finds to be a proper scale.
This way combat would taper off instead of just dying. And the dawn period would actualy be useful since you know you need to get into cover asap before visibility reaches a level where you will begin to take fire.
Post Reply

Return to “Highway to the Reich”