[Opinion] (Fog of) War, What is it Good For?

Absolutly nothin'!

In my opinion fog of war adds nothing to this game aside possibly from Regulus setting up a mine field. There might be some strategical aspect to The Rook erecting towers, but being on a timer, doesn't strike me as an agrument for fog of war.

There arn't many RTS'y plans you need to keep hidden in Demigod and recently I feel the fog of war a nusance. It feels as if fog of war was implimented into an RTS system that didn't work and it's been kept for tradtion or some other reason.

Am I overlooking some reason to keep fog of war in the game?

I suggest making fog of war to be default off.

1,640 views 11 replies
Reply #1 Top

Uhm.. no not really?  But you can turn it off if you want.

There is a number of times when I've cut someone off by going past them to the side and hooking around.  Without fog of war I couldn't of..

 

Not to mention the sniping that'd happen. 5 regulas gg.

Reply #2 Top

Oh yeah, snipe. Forgot about that. He also has that tracking skillpoint. So Regulus would have to be overhauled a little. I still say, assuming a Regulus overhaul, make it default off.

Reply #3 Top

Actually the fact that it can be turned off without damage to gameplay means it's that much less RTS.

More of an action game, really. Beautiful one  though :)

Reply #4 Top

Quoting _Mercury_, reply 3
Actually the fact that it can be turned off without damage to gameplay means it's that much less RTS.

More of an action game, really. Beautiful one  though
End of _Mercury_'s quote

I agree, it's not just the graphics but the creative design of the playing fields, the elaborate and varried designs of the combatants, the multiple ways you can adapt a character in each different game. Beautiful in concept and visuals. I just don't see much of a point to fog of war. And I'd enjoy pantheon game that much more with it turned off.

[edit] or make the middle ground fog of war free and the opposing side covered in fog of war to make it easier to deal with how Regulus plays.

Reply #5 Top

It may not seem that important, but I think that's because most units have such a huge LoS that the majority of all maps are totally revealed, often the only part you can't see is the enemy base.  I'd love to see this change somehow, give people more opportunity to take advantage of their opponent's lack of knowledge of what they are doing, but with the way that stages are designed I'm not sure how it could be accomplished. 

Reply #6 Top

I'm gonna strongly disagree with this one.  Any ambushing that exists right now is a result of limited LoS.  Personally longterm I'd like to see a more dynamic FoW that allows hiding at close range - maybe behind neutral buildings built for the purpose.  

More ambush elements would really raise the ceiling.  Taking away the limited ones we have currently turns the game into checkers.

Reply #7 Top

Quoting Ke5trel, reply 6
I'm gonna strongly disagree with this one.  Any ambushing that exists right now is a result of limited LoS.  Personally longterm I'd like to see a more dynamic FoW that allows hiding at close range - maybe behind neutral buildings built for the purpose.  

More ambush elements would really raise the ceiling.  Taking away the limited ones we have currently turns the game into checkers.
End of Ke5trel's quote

Definitely.  I think one of the biggest issues is the nature of the maps.  They're all totally flat and for the most part laid out in a similar way.  FoW would probably play a much bigger role if elevation were a factor and maps were bigger.

Reply #8 Top

Quoting Ke5trel, reply 6
More ambush elements would really raise the ceiling.  Taking away the limited ones we have currently turns the game into checkers.
End of Ke5trel's quote

Yep.

In teh begining they said there would be obsticals on the maps that block the line of sight, so you could hide behind them.  But it hasn't been implemented.  I imagine it's quite difficult to do, so they focused on other things.  Still a bit sad, though, as it would of added quite a lot to the gameplay.

Reply #9 Top

Quoting Ke5trel, reply 6
I'm gonna strongly disagree with this one.  Any ambushing that exists right now is a result of limited LoS.  Personally longterm I'd like to see a more dynamic FoW that allows hiding at close range - maybe behind neutral buildings built for the purpose.  

More ambush elements would really raise the ceiling.  Taking away the limited ones we have currently turns the game into checkers.
End of Ke5trel's quote

Agreed.  OP I think you are downplaying just how much of an impact FoW actually has in this game.  It does not, to me, feel like it was tacked on as standard RTS fare.  It actually is integral to how the game plays.

Reply #10 Top

In teh begining they said there would be obsticals on the maps that block the line of sight, so you could hide behind them.
End of quote

Did they?  Do you know where?

Reply #11 Top

On these forums or gpg ones.  I think scathis said.