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I can't see where it can be taken to another level. Even if you just heard the sound, you would be unable to differentiate it from your own sounds. On top of that, there would be no way to discern relative position of the sound. The way it works now ultimately does all of this for you by telling you what the men hear and roughly where it's coming from.

In a world where everyone had 3D surround sound, an interface like your suggesting could be possible (and pretty darn cool too!), but I don't think the general user is at that point yet, unfortunately.

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WARNING! WARNING! WARNING! WARNING! -

THIS SIG FILE BELONGS TO A COMPLETE FOO.

MR T WOULDN'T BE SO KIND AS TO WRINKLE AN EYEBROW AT THIS UNFORTUNATE BEING. PLEASE OFFER HIS PARENTS AND COHABITANTS ALL SYMPATHY POSSIBLE. MAY BE CONTAGIOUS. CONTAINS ARTIFICIAL SWEETNER, INTELLIGENCE AND WIT. STAND WELL CLEAR AND LIGHT WICK. BY ORDER PETERNZ

Damn Croda. That is one funny sig!!!

must suck to be you - Hiram Sedai

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Hoop, CM is all about what your troops see/hear, not about what the player can see/hear. This is one of the biggest differences between a CM-type game and a FPS. Making sound contacts be what a player hears, and not what his troops hear, would be a step away from what CM is all about.

DjB

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