Should building existence be visible through the fog?
Should building existence be visible through the fog?
In current OpenRA, if I scouted a building, I can later target it with artilleries/v2/whatever, and they will magically know whether it was destroyed. Why not disable this and have them attack the ground whether the building is there or not? Sure, microing players will still be able to figure this out by tracking unit experience or listening closely to sounds, but it will force them to either concentrate more on these or to send scouts repeatedly. I believe this can act as a solution to nerf long range weapons in a more interesting way then simply reducing something's range/damage by X.
Re: Should building existence be visible through the fog?
This is a known long-standing bug, not an intentional feature. It is a low priority bug because it is difficult to fix and only affects units with attack range much larger than sight range.lucassss wrote: ↑In current OpenRA, if I scouted a building, I can later target it with artilleries/v2/whatever, and they will magically know whether it was destroyed.
Because the unit needs to be able to stop when any other unit (or spy plane or gps etc) reveals that the target really isn't there, and the code to support that does not exist.lucassss wrote: ↑Why not disable this and have them attack the ground whether the building is there or not?