Yea, that would be awesome.Olrox wrote:
I LOVE the Silent Storm games (of which Hammer & Sickle makes part, of course) - Because you can blow up everything but the ground, and the effects are real-time... and... it runs on my PC, which means that the guys did a really great job for it not to require too powerful setups for playing it. I love the ability to shoot enemies through wooden walls with bursts when I hear them, and to crawl in the ground when they do that to me, and catch 'em in the door because they thought I was dead. Absolutely great experience, took a good investment of about 100 hours of my life until now.
You throw grenades, the bushes and trees loose their leaves, or break down. You can use your weapon's butt to break locked windows to snipe or get past them (indirectly, but you can). You can use a strong melée weapon to break a hole through the wall for you to crawl through it... I feel undeniably amused by this kind of things. Especially when the guys did a great job making a whole lot of WW2 era weapons and buildings and stuff. With a very interesting Turn-based tactical squad-level shooter. (yeah, I love every aspect of that game)
Maybe there's a way to incorporate a "Don't pass through here, AI" boundary system? When making a map, you select Areas with too many features, or too narrow passages, and the AI pathfinding doesn't pass through those places, going around them instead?
I hope that this isn't too hard to implement and would cause problems, because it'd allow the placement of more realistics arrangements of features, especially when we've got more variety.
Also - Cliff-Face CAN be done as features and they look fantastic. And, depending on how you set-up the HP stats, they can make for some very interesting game play in the way of deconstructing the map in game play. Not quite terrain deformation as done in mainstream games but still along those lines with tactical and strategic consequences.
Regards, RV
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