Actually, I was saying reduce sightlines across board. Obviously, smaller ships will require less of a reduction, just so their sightlines are longer than the length of a BB2. Balancing will be required.
As far as what the impact line tells you...
Okay, so let's say you dial your guns in at a range while your ship is stationary. Splash, you've got a marker, great. Now you start moving. Your impact point will change in TWO axis, distance and lateral. Now, you have to do some mental calculation to figure out what that point is.
CCIP, as defined, would tell you exactly where the shells will land, as a proper CCIP system can compute in both axis(actually, all three, but in a 2d game...).
Impact line computes in only one axis, distance. So you start moving, the line reacts, but since the line is tied to the aim guideline, it does not tell you the lateral drift. That part is up to you.
The shorter guidelines make it so that long-range sparring that makes up the meat and potatoes of the game remains relatively unchanged. I mean, I guess you could implement it with standard length guidelines - most of the good players won't need it at all.
And yes, I'm pretty sure the engine is already set up to calculate such things, given the auto aim ability to know where shells can and cannot hit.
(edit) although, an even simpler system that just tells you where your shells would land if not moving would be fine too...
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