Some of the thoughts regarding storm displacement are interesting. They made me visualize
this.
If storms were/are generated by the same spawners that generate the particle emissions,
then labeled 1 - 100 for intensity or associated with sub biomes, or If storms used the same
mechanic that governs wind. I say wind because it constantly changes in pitch sound and intensity.
Personally I like the 24/7 storm idea, this way it could equally and variably debuff
constantly, only damaging the player when between 80 and 100% intensity, but
reduces armor integrity, lowers visibility, and hyper excites the ai. It could
also be used as an occlusion culling technique to reduce the distant LOD, objects
pois and entities Tris, while simultaneously allowing more entities on the screen,
reducing rendering overhead. Faatal initiated it with the fog. Storms are mostly intensified
fog with physical effects. But, of course something like this would need to be optional if
added.
If fog of war on the map did not get removed upon exploration, and only the player placed
icons showed it would be a helluva battle not seeing your destination until you are there,
and would inspire the desire for a vehicle. Then getting from the eye of the storm, back to
neutral ground would be a second battle. Within the storms if they were static and not variable
then small plots of land or oasis within the storms could provide temporary respite, before
cracking on.
Post automatically merged:
Regarding groaning My character, switches sexes during some of the groans.
Personally I like the 24/7 storm idea, this way it could equally and variably debuff
constantly, only damaging the player when between 80 and 100% intensity, but
reduces armor integrity, lowers visibility, and hyper excites the ai.
While variable intensity storms sounds more thorough than I've come to expect, all this sounds amazing.
Wouldn't it be nice if the reason you don't want to travel during a storm wasn't so much the fact that you have to have a stash of medkits to burn, but rather an intense feeling of vulnerability.. You still feel like you're gonna die out there- but just for different reasons.
Yep. For me personal vulnerability is what makes any game more intense. Not seeing,
not knowing, builds apprehension, and tension. Then when it's all over I feel like I have
accomplished something, or earned it. What I posted above was inspired by the different
posts and the mod Jwoodle showed.