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boarnoah

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About boarnoah

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    Toronto, Canada
  1. How exactly would lowered effectiveness at low-light conditions and poor visibility (ground fog or smoke) be simulated here, lots of factors involved. In low-light the vehicle might be illuminated by it's own or other sources of light, smoke and fog concealment is going to vary wildly with graphics settings, occlusion with different fog depths and smoke dispersion (with wind etc...). The problem here is that whatever approximation is going to be very opaque from a player's point of view (see complaints in video games about visibility through smoke for example). Regarding visual signatures (sharp silhouettes, or ground clutter): - Silhouetting on ridge lines, against barren areas on the ground, - Camouflage and other ground clutter, how would the system decide whether a well camouflaged vehicle should or not be detected? - One (simplistic) approach I've seen (Metal Gear Solid V) is to use store camouflage meta data on terrain and factor the terrain camouflage + uniform camo and range into calculating visibility at a distance. Not feasible for Arma (the number of textures & terrain features involved. Not to mention community objects). Point here is there is a lot of nuances to how visual sensing would work, Sensor Overhaul isn't the place for a computer vision system. The sensor risks detecting things that aren't truly visible to a player or not be powerful enough to justify its existence at all. Consider how much criticism the AI (somewhat unjustifiably) receives for how they spot targets. From personal experience I've found it to be a very good system (the AI isn't too hamstrung and stealth is still a legitimate option). THe problem with the complaints is that to most players these nuances on how the AI sees things are not clear and therefore either looks totally random or as if they have "aimbot vision". It's very difficult to balance a system (for a video game) where the sensor might contradict what a player visually sees. I just don't see how such a system will avoid criticisms of either "it spotted my Gorgon parked in a bush" or "it missed my gorgon parked on the middle of a runway". Thanks to comrade @SuicideKing for bringing this thread to my attention.
  2. If anything you could split the template itself into major regions, map quadrants or regions. Seems like the sort of issue that could use reconsideration when it becomes important. Map compositions (a few for each house type etc...) are also an option although that seems like its outside the scope of what you mention.
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