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LOS/LOF bug still there.


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by the looks it seems that LOS is acually blocked over the wall allready. as if the wall would be 20m high.

i often saw that in 1.03; in the one scenario i played so far in 1.04 i didnt had this but iam sure i will see it again as i have enough time to notice such stuff in WEGO

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I think some work on this issue or something like this issue is on the list for v1.05

Steve says:

OK, so the obvious question is what can we do? Well, this thread (ediit: the split Syrian Squad thread) (and a couple others) have pointed out some valid rough edges in the infantry behavior. Since we've never said that the game is perfect, we're perfectly willing to see what we can do to improve things. Therefore, allow me to tell you that version 1.05's primary focus will be on clearing up various infantry related issues. The ones I would like us to find solutions to first are as follows:

1. Corners of buildings that do not conform to the underlying grid. As we all know this can produce some negative effects when circumstances aren't exactly friendly around the corner. This will be difficult to fix completely, but improvements are possible.

2. Some sort of simulated "peeking". This is a lot harder than it might appear because LOS/LOF inherently must be a two way street. Meaning, for someone to see around a corner SOMEONE has to stick their head out far enough that someone can shoot it off. Anything short of that unbalances things in the opposite direction. Not to worry... we have an idea about what we can do

3. Better internal shifting of Soldiers to establish LOF (offensive) or get out of LOF (defensive) when engaged in a firefight. This is probably the easiest of all things to do, believe it or not, because it is fairly straight forward and is not likely to have negative side effects since the system is already there. It just isn't being used in the way it needs to on an individual Soldier by Soldier basis as often as it should be.

4. There is a very specific problem that can crop up when a unit is on the move and spread out between multiple Action Spots and not all of them have LOS to an enemy unit that starts shooting at the moving team. This can cause a fracturing of the moving team's firepower and (coupled with #3) cause a few guys to suffer the brunt of the enemy's wrath. This is not inherently unrealistic, but we do agree that the potential for this within the game is too great. Therefore we have an idea to help minimize this in a realistic way.

All of these things have already been looked into and a rough plan of attack developed. I can't promise what, exactly, the results will be until we've implemented them, however I think it is reasonable to think that there will be at least some improvements in all four of these areas.

Steve

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