Some points to think about concerning the current system:
- Just because you can see a tile (tile not under "sensor fog"), does not always mean you can see units on that tile. If the unit is small, the angles of surrounding terrain may still hide it.
- Conversely, just because you cannot see a tile (tile in "sensor fog"), does not mean you cannot see units on it. In fact, you might always be able to see units on this tile, even if you cannot see the tile itself.
- As a result of the two above points, the sensor view system, that was so much requested, is in fact a lie. There are very often large, false blind spots in it that can urge you to build far more sensors or place units to watch areas than you need. Unfortunately, there is no way to really fix this, as there is no way to accurately illustrate the area where you have vision.(1)
- Just because a unit can see another unit, does not mean it can shoot at it. This is because the vision system does not take into account buildings in the way, while the shooting system does.
- Walls cannot see things, and they can stop you from shooting, but you cannot hide behind them.
- You cannot shoot through friendly defenses (eg walls) or buildings, negating much of the point of building walls in the first place.
- Direct fire defensive buildings may easily be obstructed by angles in the terrain that you cannot see when viewing the terrain in the usual camera angle (from above).
I am not sure what to make of all this. The requests of for more 'realism' have been heeded lately in the code, as everyone agreed that it looks weird when projectiles go through terrain. It was only natural then that projectiles also would not clip straight through buildings. But the consequences for game play may have been considered sufficiently in either case.
Comments and ideas welcome.
1) Not entirely true. You could get very close if we made light rays come out of each game object capable of seeing and used a ray-tracing engine to draw our graphics. But this is not within the realm of the feasible.



