What if there is only scent but the scent along with some strength score would also have a source ID and when scent spreads it just uses whichever source is stronger. The downside of course is that you can't have a scent of rotten meat under which you catch a slight wiff of plant matter.
Yea this is more or less what I was thinking, but it means that you have to accumulate the strengths of the surrounding tiles in the diffusion step and then decide which one is strongest instead of just summing them, and this happens in an inner-inner loop that's frequently a bottleneck for the game. This is nowhere near as bad as having multiple independent scentmaps, and I'm not sure how valuable being able to smell multiple scents would be, or if its even reasonable to give that ability to unaugmented humans. We can and do have bionics and muations for enhancing scent sensitivity, but then it's a question of slowing the entire game down in order to support optional abilities.
Also problematic is that this bottleneck would be enlarged multiplicatively by the merged z-level feature since we'd want to start diffusing in 3D. So keeping an eye out for that as well.
GUns never start loaded. Except for LAWs but those start packed.
When I read that, I realised that it would actually be cool to be able to find loaded guns (partially or fully) on dead soldiers and the like. That, along with some bullet casings strewn on the
ground would make the dead soldiers somewhat more immersive.
Maybe it's very difficult to have them spawn that way, I have no idea, it was just a random thought that crossed my mind.
That would actually be really cool. I mean, considering the fact that these people died while wielding the weapons, it's not terribly unlikely that some of them died with shots still in the
cartridge.
I like the idea.
Not too terribly difficult, and something we're planning on, just need to build out the infrastructure for spawning "outfits" so that the gun, ammo, and casings are matched. The same thing would also make their clothing, etc a bit more consistent and rational.
But how would you be able to turn it off? There's a question for you.
Guns have a firing mode, which is currently "Normal", "Burst", or "Aux", could add "Safe".
"Aux" is for underslung grenade launchers and the like.
Safeties aren't a feature I was thinking of adding; while that would be amusing, I think it'd be more amusing to me than to the players
I was thinking of eventually adding holstering to free up your hands, and give situational incentives to do so.