WIND

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guspav

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after playing a while with a pure foot crossbowman I realized there's no wind to take into account when firing over very long distances, it would be cooler, more realistic and waaay more challenging if we had a wind force implemented into the game, maybe one that could be toggled and that increases/decreases the overall difficulty factor of the game
what do you guys think?
 
Yeah! There should be a way to tell where the wind is blowing before the battle. Maybe a crude compass or something like that, which also indicates the strength of the wind.
 
I also have a sneaking suspicion that the AI can see through bushes and trees. But as I'm not able to do that, I don't want the AI to do that either.
 
Kissaki said:
I also have a sneaking suspicion that the AI can see through bushes and trees. But as I'm not able to do that, I don't want the AI to do that either.
No suspicion... its the truth!
I have had enemy troops pepper me with rocks, javelins, axes and arrows (not bolts as I fight for the Swads and flee from their deserters) from hidden locations. A few times I have seen a foot or a raised arm. But they can be quite hard to spot when they stand inside a bush.
 
cool idea. Good, balancing, fitting.

Let me add:

1) shooting toward the sun should make you less accurate as well, enlarging the .. how's called... targeting thingy when you do.

2) wind effect should be tuned to be almost negectable for all but furthest shots.

3) Wind should be intense enough to be included in the simulation only occasionally, rare as rain is now.

4) I suggest to add no "wind-compass" or anything as disturbing, but let the player infer the wind from the scene. You should see small nearby "dust" particles flowing in the appropriate direction (just a few), and hear the intensity of the wind from your speaker. Maybe have additional visual clues in the scene, like flags blowing and the like, including maybe some garment on the humans (but not if the price is to overtaxing the implementers or the CPU).
 
There should be an AI penalty in extreme fog as well.  Once I couldn't see 20 feet in front of me, and I was getting clipped by arrows from the other side of the map.
 
Kitsune said:
There should be an AI penalty in extreme fog as well.  Once I couldn't see 20 feet in front of me, and I was getting clipped by arrows from the other side of the map.

That is one of the most intense gameing moments i have ever had, attacking 20 odd sea raiders in the thickest fog possible :D
 
lets just widen this to ALL weather effects - if my bowstring gets wet, it loses tension and my archery sucks.  If the sun is real hot, those plate-armoured guys are going to be sweating and blinking and getting real unhappy.  if it's foggy I can sneak past the dark knights even if they have cut my retreat off.

etcete
 
Here are a few of the threads that mention weather effects.

http://forums.taleworlds.com/index.php/topic,5945.0.html
http://forums.taleworlds.com/index.php/topic,2272.0.html
http://forums.taleworlds.com/index.php/topic,6071.0.html
http://forums.taleworlds.com/index.php/topic,3256.0.html
http://forums.taleworlds.com/index.php/topic,1843.0.html
http://forums.taleworlds.com/index.php/topic,3523.0.html
http://forums.taleworlds.com/index.php/topic,1426.0.html

Happy reading :D

DE
 
Aryndil said:
Darth said:
No compass is needed just use a flag. Duh!

Horseman: Hey, dude, what wind direction is it?

Knight: I dunno. Archer, get the flag out!

Archer: What flag? I didn't bring any.

Horseman: God damnit!
That's IT!  We need a SPIT button!  And if you're facing into a strong wind and use the spit button, your screen gets distorted.

Furthermore, every fighter should have a weathervane crest on his helmet.
 
mtarini said:
cool idea. Good, balancing, fitting.

Let me add:

1) shooting toward the sun should make you less accurate as well, enlarging the .. how's called... targeting thingy when you do.

2) wind effect should be tuned to be almost negectable for all but furthest shots.

3) Wind should be intense enough to be included in the simulation only occasionally, rare as rain is now.

4) I suggest to add no "wind-compass" or anything as disturbing, but let the player infer the wind from the scene. You should see small nearby "dust" particles flowing in the appropriate direction (just a few), and hear the intensity of the wind from your speaker. Maybe have additional visual clues in the scene, like flags blowing and the like, including maybe some garment on the humans (but not if the price is to overtaxing the implementers or the CPU).

I agree with all of these suggestions except for #4.  I'd suggest putting a flag/banner right by the surplus inventory box in a battle.  This would serve several functions.
1) Easily determinable wind direction without taxing computer resources.
2) A more visable marker for the inventory than an obscure little box.
3) Add a little more character to the battlefield.
 
Hmmm instead of implementing Wind (velocity, direction, vertical upwinds etc.) just give a fired arrow a larger deviation of the target the farther it goes. Similiear to the spreading of a shotgun - a deviation cone but over a much farther distance. A bowman is nothing like a sniper or sharpshooter. Even nowadays hunters with super-hightech bows, extremely weighted arrows and perfekt skill need to sneak in relatively close  (50 - 80 m)  to their prey before making a shot that will be lethal. Thus instead of wind, it might be also easier to include a frontal arc deviation linked to the distance your target is away.

EDIT:
my typing is bad bad bad today!!
 
Aryndil said:
Darth said:
No compass is needed just use a flag. Duh!

Horseman: Hey, dude, what wind direction is it?

Knight: I dunno. Archer, get the flag out!

Archer: What flag? I didn't bring any.

Horseman: God damnit!

You know what? That's so funny
 
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