#contour lines in the game

1 messages · Page 1 of 1 (latest)

sturdy crater
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I’m actually hyped for contour lines in the game. It means targets could be hidden behind mountains, and we could use indirect fire to lob shells over the ridges and take out their logistics nodes.
This means player can’t overdo it with the propellant. If there’s too much powder, the trajectory becomes too flat, and you’ll just slam into the mountainside instead of dropping the shell behind it.

Projected feasibility:
7/10. Since the game already has 2D Map environments , adding contour lines is mostly a Map update. Th game just needs to factor in elevation for shell arcs.

Impact:
High. This would totally change the meta for artillery and long-range units, making positioning and terrain knowledge much more rewarding.

Detailed description:
Add contour lines to the map so we can see elevation. This allows players to use indirect fire to lob shells over mountains and hit "hidden" targets like logistics nodes. It adds a layer of depth where you have to balance your powder charges to clear the ridge without overshooting.

Extra information:
To make this work, shell types (AP, HE, Star ....etc) should have different weights. Also, using too much propellant should result in a flatter trajectory, meaning you'd slam into the mountainside instead of hitting the target behind it.

Conditions:
Requires a map with significant elevation changes (mountains, ridges) and units capable of indirect or arcing fire.

Rarity:
Rare. Not many games in this genre actually use real topographic ballistics, so this would be a standout feature for the hardcore community.

Effect:
It adds a massive skill ceiling to pushes players to challenge their tactical precision where palyer rewarded for actually mastering the ballistics.

vague sorrel
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You'll have a higher chance of success (which I hope!) if you use the template provided: #1473369553668149318 message

chilly sable
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I like the idea, but it seems the current world outside of the Nest is not in 3D, despite of what you see out of the window. But I may be wrong on that, though.

Also, the current shell trajectory is overly simplified (for instance, a 10 km shot will always take 14 seconds to reach the target, no matter how many powder bags you use).
It would therefore need to be redone for this to work, as I suspect it is currently not calculated in 3D at all. But I think I read somewhere that Nick is already working on that.

static reef
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If you could merge your post with that one by adding your suggestions as comments in the original thread that'd be greatly appreciated 👍