OpenXcom Forum

OpenXcom => Suggestions => Topic started by: Unknown Hero on June 24, 2014, 01:34:37 am

Title: [SUGGESTION-CUT][#001] Combat area border
Post by: Unknown Hero on June 24, 2014, 01:34:37 am
1) Where is the end of the combat area?

Add a red line to show the battle area border...

(https://img11.hostingpics.net/pics/169591RedBorder01.png)

...and also in the Minimap view.

(https://img11.hostingpics.net/pics/433891RedBorder02.png)

*****
Cut from this thread on demand for better convenience:
https://openxcom.org/forum/index.php?topic=2279.0 (https://openxcom.org/forum/index.php?topic=2279.0)
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: michal on June 24, 2014, 09:00:22 am
Ufo: The Two Sides had nice solution for that. Instead of such border, there were gray area (with normal tiles) around map - that acted as special buffer - you couldn't go there, but grenades could fall there etc. So map was bit bigger, but outer parts were inaccesible.
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: pmprog on June 24, 2014, 09:18:35 am
Yeah, I liked what TTS did
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: davide on June 24, 2014, 09:34:33 am
+1

Lines or different color background are usefull
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Aldorn on June 24, 2014, 12:25:37 pm
I don't like this, as I prefer not to know where is the end of map
Also agree if as an option that we may toogle or not
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: moriarty on June 24, 2014, 08:34:58 pm
+1 for this as an option
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Solarius Scorch on June 25, 2014, 12:50:56 am
I don't like this, as I prefer not to know where is the end of map

But this is known anyway. The cursor won't leave the map, so it's easy to scan for map edges.
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Hobbes on June 25, 2014, 01:48:20 am
But this is known anyway. The cursor won't leave the map, so it's easy to scan for map edges.

I'd add from the first picture on the OP that to me it is a bit obvious that the map ends there. But I concede that others might find it more difficult to see it.
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Chiko on June 25, 2014, 02:00:21 am
Ufo: The Two Sides had nice solution for that. Instead of such border, there were gray area (with normal tiles) around map - that acted as special buffer - you couldn't go there, but grenades could fall there etc. So map was bit bigger, but outer parts were inaccesible.
I vote for this one. It sucks when I fire a rocket or something and it just disappear.
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Solarius Scorch on June 25, 2014, 03:27:30 am
I vote for this one. It sucks when I fire a rocket or something and it just disappear.

+1

(UFO: Aftershock used it too. And this is my favourite tactical game after X-Com.)
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Aldorn on June 25, 2014, 01:14:29 pm
+1

(UFO: Aftershock used it too. And this is my favourite tactical game after X-Com.)
As an option...

What if you decide in your FMP to make last Cydonian missions far bigger than vanilla... Enabling this option could kill some part of suspense
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Solarius Scorch on June 25, 2014, 02:26:22 pm
As an option...

What if you decide in your FMP to make last Cydonian missions far bigger than vanilla... Enabling this option could kill some part of suspense

You could try modifying the map size, something like this:

Code: [Select]
alienDeployments:
  - type: STR_MARS_CYDONIA_LANDING
    width: 90
    length: 90
    height: 2

(It's 60/60/2 now)
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Aldorn on June 25, 2014, 02:32:09 pm
You could try modifying the map size, something like this:

Code: [Select]
alienDeployments:
  - type: STR_MARS_CYDONIA_LANDING
    width: 90
    length: 90
    height: 2

(It's 60/60/2 now)
Sure, I did, my mod is currently exactly of 90X90, and a "little" bigger for STR_MARS_THE_FINAL_ASSAULT. I updated alien number accordingly (trying to respect same density).
And that's fun not to really know how big it is

Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Solarius Scorch on June 25, 2014, 02:34:26 pm
Sure, I did, my mod is currently exactly of 90X90, and a "little" bigger for STR_MARS_THE_FINAL_ASSAULT. I updated alien number accordingly (trying to respect same density).
And that's fun not to really know how big it is

Random map size... Why didn't I think about this.

It would be so great to have it configurable.

EDIT: Just made the suggestion https://openxcom.org/forum/index.php?topic=2431.0
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Aldorn on June 25, 2014, 02:48:28 pm
As making terror mission be rectangular (30X60, 40X80) to increase the specificity of the athmosphere of such a mission
A terror is never a mission as others  8)
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Hobbes on June 25, 2014, 04:08:45 pm
Sure, I did, my mod is currently exactly of 90X90, and a "little" bigger for STR_MARS_THE_FINAL_ASSAULT. I updated alien number accordingly (trying to respect same density).
And that's fun not to really know how big it is

90x90!?!?!  :o

That's almost 4 times the original map size (50x50 = 2500, 90x90 = 8100)!
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: darkestaxe on July 04, 2014, 10:09:53 am
One big fat vote for the TTS model: non-pathable greyed 10x10 map-sections around the border of the map.

In the meantime +1 for the optional band around the map.
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Sturm on July 04, 2014, 02:11:34 pm
I also vote for the gray border.
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Aldorn on July 05, 2014, 11:58:04 am
I also vote for the gray border.
+1 if as an option  8)
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Unknown Hero on July 05, 2014, 04:57:29 pm
Quote
+1 if as an option  8)

You mean the choice of color? Right?
Or the option to have the choice to choose the color?  ::)

 ;D
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Muukalainen on July 05, 2014, 05:37:06 pm
+1 for TTS gray area solution so your rockets don't just disappear next to an alien if the map ends there.

Would be nice to be an option, though I don't know why anybody would not want that to be on.
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Unknown Hero on July 05, 2014, 11:32:22 pm
So, here is the famous gray area that everyone is talking about.

As I can see with happiness, they had the good idea to add a red line around the grey area, and it's visible even in the black parts on the screen, great.  :)

Maybe not need such a large gray area? 10 tiles?
No too disturbing while playing?

(https://img15.hostingpics.net/pics/897722TTSscreenredgreyareay2b03.png)
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Solarius Scorch on July 05, 2014, 11:52:48 pm
OK, 10 is way too much. I vote 4.
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Unknown Hero on July 06, 2014, 01:31:07 am
@ Aldorn

Quote
+1 if as an option  8)

That goes without saying.  ;)

For me always "ON".  :D


@ Solarius Scorch

Quote
OK, 10 is way too much. I vote 4.

Seems more reasonable and less risk of inducing the player in error.  :)

For me, 2 tiles would be sufficient, but 4 tiles is acceptable.
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Muukalainen on July 06, 2014, 02:06:17 am
I think 10 is ok. I don't see why it should be any less, but instead it could be more, even 50. It is area where you can not go to. It does not distract the player. It is simply there so rockets don't just disappear when they exit the map.

If it was only 2 squares then it would not fix the problem it was intended to fix, to have something the rockets can hit instead of just disappearing.
Title: Re: [SUGGESTION-CUT][#001] Combat area border
Post by: Unknown Hero on July 06, 2014, 02:29:47 am
@ Muukalainen

The problem is to see where is the combat area border, look at the OP; for me the rockets just disappearing is not a problem.

I want to see where is the combat area border whithout the need to move the 3D box curseur all over the screen, it's quite boring.

Just a red line would be enough for me.

Also, you can not see where is the combat area border in the Minimap view.

The Battlescape is a tactic phase of the game, tactic is not the same depending where is located the combat area border.

*

Another solution:

Why not put the red line at the combat area border, and you can add thousands of tiles after if you want.