Blink wrote:
Stealth. That's just a fun word to say. Steaaaaalth.
My main question about stealth is how it will factor into multiplayer. Stabbing an AI is well and good, but doing the same to someone I know would just be golden. I guess the question I'm asking is, will players' fov be restricted to what's in front of their model? Would this only be at night? Or would it be all the time, making the positions of pointman and rearguard viable? Speaking of that, are you planning on implementing squads and positions into the game, rather than just mindless following? Man, there's just too many questions to ask at once, so I'll let you answer these and ask more later.

Initially, multiplayer will be made for cooperative gaming only, although I'm not seeing any point in restricting it to that. The cooperative aspect is just so much easier to achieve in this kind of game where you can see everything around you. In player vs player, it definitely harms the gameplay that you can see too much, but I'm still going to allow it.
At a later stage, some kind of field of view would be needed to be visualized all the time for PvP gaming, so that occluded areas would not show up, or at least the soldiers in such areas would not be rendered, so that you can actually sneak up on a human player unnoticed.
For the defence positions, we will still go with mindless following a long way

But, like said, at least for AI teams, some kind of guarding behavior will be implemented, so that they won't just stick on one position near the leader forever. Also the AI team positioning is rather crude atm, they just go somewhere randomly in the block.
Also, some kind of commanding interface is on the design table for the player to give orders to their team members, I don't know yet how it'll look like, how it's used, or what sorts of things is supposed to be achieved with it. It needs to be something simple but effective, I don't want the game to have too much micromanagement.