Having them being realistic is the least the problem, actually the opposite. It's the fact that they are patchy and inconsistent. The smokeparticles disapear in one direction before the same spot is covered again.
The purpose of the smoke in other games, but also in UrT with its current implementation is to block certain passages, thereby changing the environment and either claiming or keeping mapcontrol.
I think I've only ever seen good use of smokes twice in UrT. At high levels of CTF on algiers the balcony north of the blue flag is smoked off and occasionaly also other places. Also lately I've seen red side on Dust2 throwing a smoke at the B Double Doors to postponing a retake from the remaining blue players.
What's common to both these spots are, that they only cover very narrow passages (the door on the balcony is really small and the gap in the double doors too). This is currently because the smoke is only consistent so close to the particlesource.
But Zenity is still completely right, except in very niche cases they don't fit the style of UrT.
Possible things to do with the smoke in no particular order.
- Fix the smoke to be usable with its current intend (big blockoff). This will inevitably be a buff to the smoke. I see two ways to do it.
- Only by changing the variables of the particlegeneration. Making the particles spawn faster and the source rotate faster. Also if the alpha of the particles over their lifetime could be changed from linear to exponential, that would really help.
- The smoke could also spawn a grey mesh of a specific size or if you want to be really fancy you spawn the particles with no speed in a grid.
- Do some of the above, but make the actual size of the smoke smaller.
- This is mainly to nerf the smoke without actually having it impact the current niche usage. Currently it's only used in situations, where the gap is smaller than a person is wide, so if you make it a bit higher than a person, then you can still use it as it is currently, but on the other hand you can easier play around it in non-currently used situations (jumping over it without being blinded etc.).
- Completely redesign the purpose of the smoke.
- The current intended gameplay mechanic of the smoke is to block off areas and passages. Are there anything that is less restrictive to movement, that it could do?
- neglect/remove the smoke, and bring back flash grenades.
- Flashes can be used offensively, but also defensively in very much similar ways as they're used currently, but they last for a much shorter time. They also have built in skill of twitching you view away from the flash, making them more fastpaced, skillful and twitchy.
This post has been edited by Ikslorin: 03 January 2016 - 11:05 AM