

It's quite a bit more work than processing 2D, so having a properly callibrated 2D aiming help lowers the skill requirement by alot. If you don't use that 2D aiming help (Mount & Blade had an option to turn it off, which I'd like to see here as well), you don't have the problem, because our brain is capable of processing 3D space. This way, you have a bit control over how reliable your artificial 2D aiming help is.


If you know you mostly keep your distance, you can set it to a higher range. If you know you are fighting at close range alot, you can callibrate the crosshairs for close range during battle preparation. The game War Thunder does that with their machine guns and it works really well. It also means that aiming is really difficult when you happen to fight below or above that optimal range alot.Īllowing the player to set the range callibration manually would allow the player to set the crosshairs to a preferred range. You will notice that the further away you get, the more reliable your crosshairs becomes (until you get too far of course). Take a long bow and shoot targets with increasing distance. You can test that on the archery training. That means you need a certain distance to the target if you want your crosshairs to be reliable. If you use a fixed callibration, like Tiger Knight is doing right now, the "optimal range" never changes.
#TIGER KNIGHT EMPIRE WAR AND WAR THUNDER MANUAL#
That's why most weapons come with a fixed or manual callibration. But that comes with several problems, like when you are pointing above the horizon (no/unlimited distance), or when you try shooting a close moving target (you need to lead the aim) in front of a distant background (aiming lead = long range callibration, but target is very close). You could callibrate it automatically with the distance of the object you are pointing at. There are three ways to handle the conversion from 3D reality to 2D scope: automatic, manual, or fixed: If you know someone who knows about modern weapons, they can probably tell you more about this in detail. That's why aiming from directly behind a gun barrel is alot easier for us. It happens in first person view as well, because your eyes are above your arms. This problem occurs whenever your camera center is different from your projetile release point (directional vector also matters). But with actual flying projectiles you need to callibrate your 2D "scope" according to the distance of the target (unless you use laser-guided missiles, but that's another topic). Most modern shooters avoid that by using hit-scan weapons, which means the game just creates a hit where you pointed. It's how 3D space works, and has to do with the conversion of 3D space to a 2D picture. It's very hard to get a feeling for range when you read "shooting range 100m" but have no idea how far that is on the actual battlefield. PS: Also having some visual indicator on the battlefield where that range is would be really nice. We could have an "optimal range" slider during the battle preparation phase, which allows us to callibrate our "optimal aiming range" according to playstyle and map. My suggestion is to allow the player to specify the preferred callibration range to match the preferred playstyle.Ī player who uses a longbow for accuracy and pierce shot reasons should be able to adjust the callibration for close range shooting if that's what he does most of the time, so that his aiming crosshair is reliable in his preferred playstyle.įor an example how this would work ingame, see War Thunder (free2play). Being farther away or closer results in unreliable aiming crosshairs. However, it seems to be the case that ranged weapons are callibrated for a fixed "optimal range", which is the range where you hit what you aim at. I understand that this is neccessary due to the mapping of 3D space to a 2D screen, 3rd person perspective and actual projectiles as opposed to hitscan weaponry. The closer the target, the more you hit bottom left of your aiming. If the target is below that range, you will hit slightly bottom left of where you aimed, due to the camera bein top right of the character. If you shoot a target at that range, the arrow will hit where you aimed. Each weapon in TK is callibrated for a specific "optimal" range.
