If it's done this way then it can mean that you cannot attack enemy infantry units until they're about 1km away from one of your units, maybe even closer. That's quite a change...
Another issue is the AI artillery. If I leave it as it is then the AI won't call artillery to the unknown targets that are detected via ground spotting, so it will be even more passive.
Brahmin3 wrote:Also, if, say, a tank is identified as enemy one, it's likely that those guys moving in lines around him are likely to be enemies too, not civs or friendlies. So the same logic as with return fire can applied in this case, marking all units in a set distance as enemy.
BTW, if a unit is identified as enemy it may be useful to retain his identification for some time (5-15 minutes?) even if the LOS if broken so we won't have to reID a tank that just disappeared for 30 seconds in a low ground.
Perturabo wrote:It would be nice if there were real civilians that can be attacked.
That's true. It can cause a chain reaction so if there's a big clump of enemies all of them can be revealed. We just have to decide what's a proper radius for it.
I was going to make it permanent...
Brahmin3 wrote:That's true. It can cause a chain reaction so if there's a big clump of enemies all of them can be revealed. We just have to decide what's a proper radius for it.
I don't understand how a chain reaction will happen. If a unit is IDed, it'll generate an event that marks everyone around him as hostile, but those guys won't be IDed so they shouldn't generate the same event.
Isn't it logical to assume that all vehicles in the formation are on the same side? This applies to the passengers too.
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