You made sense at first but now you are saying weird stuff.
Fog of war is one of the worst things you can do to this game.
Mainly because of the fact, that it takes you minutes to set up a small army. Other strategy games like Starcraft only need seconds to build weapons.
Nope if you start army production too late you're dead. Except if you're zerg in this case you can play reactive to some extent.
So if the enemy appears at your border, you don't have any chance to fight back unless you already have a middle-to-large army set up and defending your town.
This means that you are forced to play even more defensive as you always need to have a medium army defending your town. Think of the building time of this army alone, this takes forever!
It makes total sense to me you always have an army defending. If you'd see your enemy coming in the current situation you still don't have time to produce an army only to reposition it.
Also, it limits the means you can put into offense, which makes the game even more static - if you want to win, you are even more forced to rush and attack before the opponent has his army set up.
Because 1 + 1 is 2. The big bang theory is also true..
Did anyone of you ever play Command&Conquer Tiberian Sun? You could see it in this game perfectly. If you did not rush the opponent, you hade absolutely no chance of winning in the end game unless the opponent runs out of resources. And KaM is a military dominated game after all.
Yes and KaM and Command&Conquer TS are totaly alike. It's like.. the same game in a different setting...
Another fact that ruins the game for me is, that it gives you no chance of meeting an opponent army in the middle of the map for a huge battle, because you don't see where you could meet. Only the option of a siege is left.
You can scout the map, you just don't have an active vision of what your enemy is seeing. So you could find the middle of the map. Also having a scouting militia outside of your opponents base and/or in the middle of the map will allow you to have map control
Also, do you really think fog of war is realistic? Each tile in KaM has a size of roughly 2m. A 192x192 tiles map has a size of 400 meters, which is a distance that you can oversee without problems. Is it realistic that all units are nearsight, so they only see 15 meters in advance. And if there is a huge opponent army located in the middle, you don't see it until it is 20m away from you?
Its also realistic that you can build a barracks with 6 planks and 6 stones. And that the building is constructed within ten minutes. I think building a barracks should take maybe 6 months to 2 years game time to make it more realistic.
Also everyone knows that in the middle ages everyone had vision over mountains.
Also if you can see the entire map as a player, why would you have to scout at all. The map should be revealed initially its not like they have further vision if you've been there.
Look at the scale of other games, they are mostly an a much smaller scale.
Also fog of war enhances the problem of the milita rush because you don't see a single milita approaching until it enters your village. And then you have no chance left to react because of the long recruiting time.
Yes but now i can't see it either because I have no ability to scout before my first militia is out.
Additionaly, it lowers the effect of scouting, as everything that would be of intereset disappears in the fog again.
The state of an enemy base at a certain point in time is totally not interesting. Also the structure of the map and where POI's are positioned are totally not worth scouting
Did you ever think about why Joymania left fog of war out of the game though the watchtower was fully designed and implemented in the game? Don't you think that they left it out for the same reason they left walls out - that it destroys KaM gameplay completely? Think about the fact, that a game developer voluntarily renounce two features that were fully designed and would fit to KaM and to strategy games on a first glance. There are reasons not to implement both into KaM.
The lack of fog of war helps the singleplayer they never looked at it from a multiplayer perspective
The only way that I see to implement fog of war was to simultaneously increase the scouting range of all civilians by at least a factor of 5-10. And one outpost would have to reveal the whole map. This is the only way to keep it realistic. But obciously this destroys the sense of fog of war, so it does not work.
I agree that an increased vision range for an outpost would make the game much better. But it would have to be blocked by forests and mountains.
And regarding the questions: yes, I think that it is realistic that a revealed tile should stay visible forever, because of the mentioned large scale of KaM. Those few meters can be overseen without any problems.
Yes because vision works top view IRL.. see previous point
But there is another way to prevent both, the scouting and the militia-rushing problem: this is an intelligent map design with already established towers near the entrances of a base, so each militia attacking is a loss risk. Your base stays undiscovered and a militia rush is prohibited until you can build archers. But by the time you have enough archers which need some time to attack the towers, you should be able to train defending troops. If not, then the opponent is that much better than you on KaM that you loose.
I 100% agree that map design would help a lot with this issue and that its one of the points we should focus on as a community.
Second of all, you seem very offended with this suggestion, but if you read lewins post carefully you'd know that it will be an option. If you don't want to play with FOW then don't. You are not forced to play...
Also you claim to know how the game would change if a certain feature would be implemented. But this is completely and utterly retarded. The feature has to be tweaked and tested extensively before you can draw any conclusions. And this is a great time to test it since we're in beta.
Also <3 Lewin (showing some community love)