none of you have me convinced that FoW is actually bad. I mean, im convinced alot of you are really great at obfuscating a discussion and turning it into an argument, but your actual cons are either blessings you just havent thought through very well, or else non existent issues. Take the premise that FoW is bad because it adds more to the game. Thats literally what was said a few posts up. Thats ridiculous. Thats possibly the silliest thing ive every read in a forum about a game where things are built, because it literally means "oh its bad because ill have more things to build. how dare you give me more things to do". Or the comment about how an FoW RW would just be a completely different game. Thats hyperbolic, but completely disingenuous. Of course itd still be the same game. You all keep arguing like you would be playing RW starcraft edition, but thats just stupid. You dont just bolt a whole new mechanic onto a game in development. You design it, integrate it, and then tweak it. Every mechanic works towards the same goal.
As such, let me paint you a basic FoW that would enhance the game, and not piss you off. First up, assume the ai has been fiddled with. Your colonists now have basic self preservation instinct. When they see someone with a weapon, they try to work out if its a friend or foe, and they run from foes. They even zig zag, try to hide, or shoot back. The enemy ai has also been tweaked. It can no longer see the whole world, so in order to attack a colony it first has to scout locations(so it cant just pick the weakest spot, or beeline straight to your home). Or, it may not even be an atttack, and may simply be an enemy force moving through a locale(different event). Assume a whole raft of other quality of life ai stuff has been done. Basically, if you think to yourself "but the ai cant deal with blah" just stop and think it can.
So, the Obfuscation itself. I personally like a static overlay. so not even fog. i like that better because then weather effects like actual fog still exist and dont get confusing. I also think there should be a shroud over the fog(the black terrain blocker, but ill be negating alot of the annoyance this has for you all in a few sentences). Id lock all maps to be the same size, and make em massive(so theres actually places to explore. It may need a bit of work to have the map maintain itself, but if its not looked at by a character, it doesnt need to render an can probably be made to be rather light on the processor), but id get the storytellers to actually drop events that are beneficial kind of close to some LoS. So colonists dont have to explore too far to find them. Then, when our colonists turn up, id have a big chunk of the map around there starting spot revealed to the player. So they have some room to make decisions. In terms of the static, i would have it close back in really slowly. like a day or two would pass before it got to the point where players cant see anything in an area. Id even have it move in in stages, so at first its only a little staticy, and then a little more etc. We do this because we want to make slow burn tension on the player. We dont want to jack up their anxiety in minutes, thats just shitty. We wouldnt have the shroud move back in. its actually just there so players can see where they have never explored before. Its not there to annoy, but to inform. We also give our colonists a relatively large site radius... during the day. At night, we narrow it down heaps, and bring it in close. Make it link to light sources at night. Basically, during the day the game wouldnt actually play much different to the way it does now. There might be a few more jobs colonists can do, but the fog itself isnt there to fuck around with the day to day running of a colony. Hell, we dont even let the fog move within a certain radius of the players home. It'd be really weird for the colonists to forget they have a shed just because they hadnt been there in a day or two.
quality of life things, we make the planning tool more nuanced. We let it track notes, and also track different commands like mining or harvesting. An we make sure its nice an clear over the static, so even if the players lose sight of terrain, its really easy to see what they might like to do out there if they planned for it. Another thing id do is maintain the current notifications, but make it so that once its clicked, it takes you to a position somewhere near where the thing happened. Id probably remove some of them and tweak them, but once again the goal here is not to make the players life hard, just more interesting.
Finally, as to jobs and items. Truth is, not that much needs to be added to this system. Its not designed to kick players, its there to help them. As such, you would only need a security job. The hunt job would get changed a bit to make colonists go off and actually look for game, and they would have to prioritze bigger better game as they got better at hunting(so they wouldnt shoot squirrels when they could shoot elk). The security job would probably be a whole new bunch of stuff much like the timetable and the outfitter was for update 10, in that you would have the ability to set up patrols that colonists might follow, or else have them man some variety of console that has security consoles linked. Thats literally all that would need to be added. Other things could be added, but they dont need to be. No radar, no scouts. The only iffy thing is if you would want a dedicated explorer job. But that would just need some poking.
now look, im sure your looking at that design and trying to poke holes in it, but you need to stop. Its rough, i smashed it out in five minutes. That design though would work. An it wouldnt fundamentally change the game, or add too much stuff, or be too hard on the player, or make them have less reaction time or anything like that. It would basically make the game play like if you were on a small map currently, right now. BUT you would suddenly not be on a small map. there could be things to find out there. Interesting stories an other such things. Suddenly, theres an actual sense of discovery in your game. An it wouldnt be a shallow sense like civilisation, because the world itself would change. Sure, you dont see the raiders kill the tribals, but you might miss that right now in this game. What you will find is the scene of a massacre, and maybe some carrion eaters. You gain lots of things you dont have right now, and if you're gonna be really close minded about what you can gain, then i have no idea why your playing a game called rimworld where you play as random colonists out in the far side of the galaxy trying to survive in whatever way they can.
As such, let me paint you a basic FoW that would enhance the game, and not piss you off. First up, assume the ai has been fiddled with. Your colonists now have basic self preservation instinct. When they see someone with a weapon, they try to work out if its a friend or foe, and they run from foes. They even zig zag, try to hide, or shoot back. The enemy ai has also been tweaked. It can no longer see the whole world, so in order to attack a colony it first has to scout locations(so it cant just pick the weakest spot, or beeline straight to your home). Or, it may not even be an atttack, and may simply be an enemy force moving through a locale(different event). Assume a whole raft of other quality of life ai stuff has been done. Basically, if you think to yourself "but the ai cant deal with blah" just stop and think it can.
So, the Obfuscation itself. I personally like a static overlay. so not even fog. i like that better because then weather effects like actual fog still exist and dont get confusing. I also think there should be a shroud over the fog(the black terrain blocker, but ill be negating alot of the annoyance this has for you all in a few sentences). Id lock all maps to be the same size, and make em massive(so theres actually places to explore. It may need a bit of work to have the map maintain itself, but if its not looked at by a character, it doesnt need to render an can probably be made to be rather light on the processor), but id get the storytellers to actually drop events that are beneficial kind of close to some LoS. So colonists dont have to explore too far to find them. Then, when our colonists turn up, id have a big chunk of the map around there starting spot revealed to the player. So they have some room to make decisions. In terms of the static, i would have it close back in really slowly. like a day or two would pass before it got to the point where players cant see anything in an area. Id even have it move in in stages, so at first its only a little staticy, and then a little more etc. We do this because we want to make slow burn tension on the player. We dont want to jack up their anxiety in minutes, thats just shitty. We wouldnt have the shroud move back in. its actually just there so players can see where they have never explored before. Its not there to annoy, but to inform. We also give our colonists a relatively large site radius... during the day. At night, we narrow it down heaps, and bring it in close. Make it link to light sources at night. Basically, during the day the game wouldnt actually play much different to the way it does now. There might be a few more jobs colonists can do, but the fog itself isnt there to fuck around with the day to day running of a colony. Hell, we dont even let the fog move within a certain radius of the players home. It'd be really weird for the colonists to forget they have a shed just because they hadnt been there in a day or two.
quality of life things, we make the planning tool more nuanced. We let it track notes, and also track different commands like mining or harvesting. An we make sure its nice an clear over the static, so even if the players lose sight of terrain, its really easy to see what they might like to do out there if they planned for it. Another thing id do is maintain the current notifications, but make it so that once its clicked, it takes you to a position somewhere near where the thing happened. Id probably remove some of them and tweak them, but once again the goal here is not to make the players life hard, just more interesting.
Finally, as to jobs and items. Truth is, not that much needs to be added to this system. Its not designed to kick players, its there to help them. As such, you would only need a security job. The hunt job would get changed a bit to make colonists go off and actually look for game, and they would have to prioritze bigger better game as they got better at hunting(so they wouldnt shoot squirrels when they could shoot elk). The security job would probably be a whole new bunch of stuff much like the timetable and the outfitter was for update 10, in that you would have the ability to set up patrols that colonists might follow, or else have them man some variety of console that has security consoles linked. Thats literally all that would need to be added. Other things could be added, but they dont need to be. No radar, no scouts. The only iffy thing is if you would want a dedicated explorer job. But that would just need some poking.
now look, im sure your looking at that design and trying to poke holes in it, but you need to stop. Its rough, i smashed it out in five minutes. That design though would work. An it wouldnt fundamentally change the game, or add too much stuff, or be too hard on the player, or make them have less reaction time or anything like that. It would basically make the game play like if you were on a small map currently, right now. BUT you would suddenly not be on a small map. there could be things to find out there. Interesting stories an other such things. Suddenly, theres an actual sense of discovery in your game. An it wouldnt be a shallow sense like civilisation, because the world itself would change. Sure, you dont see the raiders kill the tribals, but you might miss that right now in this game. What you will find is the scene of a massacre, and maybe some carrion eaters. You gain lots of things you dont have right now, and if you're gonna be really close minded about what you can gain, then i have no idea why your playing a game called rimworld where you play as random colonists out in the far side of the galaxy trying to survive in whatever way they can.
