Subject:
Using the old-school Shroud combined with Fog of War from the newer games.
Description:
One of the many things that were great with the eariler C&C-games was the pitch-black Shroud (from C&C to RA2). Whenever a new map started, your base was surrounded with nothing but darkness, not even a terrain silhouette (see C&C3).
This gave the map alot more mystery, it wasn't as easy to calculate paths and where the opponent or any POIs might be. There weren't any "sneak peaks" of the structure of the map what-so-ever.
Even though you knew everything about the map, you always had a much more sense of unawareness and exploration, which felt great, compared to newer games.
This should be combined with Fog of War, something implemented in the later games, which should be on explored areas that currently doesn't have any friendly units on it.
(Quoted from CNC wikia)
"Unlike the shroud the player can see the terrain in the fog of war clearly, while structures shown as they were last seen (whether of not they've changed since then cannot be determined until another of your units gets with sight range of it again) and units are not shown at all."
The Shroud and Fog of War could (and should IMO) use the mechanics that's been presented in another thread posted by R315r4z0r called "Obstacle occlusion fog of war".
Positive Effect:
- Feeling of exploration, unawareness and mystery (can't stress this enough)
- More time before POIs and enemies are located
- More versatile type of tactics when enemies new to the map don't know all available terrain options (compared to later games)
Negative Effect:
- Same as positive, this is pretty much a matter of opinion
Media:
Link to an example of Shroud - http://www.gamegoldies.org/old_game_..._2_320x200.jpg
Link to an example of Fog of War (not the best) - http://pcmedia.ign.com/pc/image/arti...9084845188.jpg
Note:
It's not the first time I've tried to explain something and failed miserably, just tell me to elaborate further if you need me to.
EDIT:
Grammar

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