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翻訳の問題を報告
Rolf is hinting at verticality+obscuration as being more important than depth in an urban setting, and he's right. Also, it is totally possible in Arma 3 with custom statics at a smaller scale. The issue is keeping immersion when players get to the edge of that block or 2.
RO2 does a great job at making urban terrains. By having bombed out statics or "skeletons" of many buildings, they save performance without losing obscuration. Simple destruction assets surround "intact" buildings players fight over, so it makes sense artistically.
Anyway, this is a beautiful terrain, props to the author.
one can dream.. one day. one day... but with the limitations of ArmA 3 it is definitely janky to make anything really
If I may, as a plebeian, humbly suggest:
Urban combat is levels of magnitude more DENSE than field combat. In summation: this means, more fighting positions, more sight-lines, and most notably, more dimensions of travel and gunfire.
All of this is to say, urban combat is not measured in kilometers, it is measured in meters, and this is to say:
YOUR MAP DOESN'T HAVE TO BE BIG, IT JUST HAS TO BE DETAILED.
Not to be grim, but a battlefield the size of Ground Zero (NYC) is enough to keep an entire platoon busy for hours. The amount of rubble just one office tower produces is enough to bury a mile of street combat. The train tunnels, service tunnels, basements, and networks of surrounding buildings turn every city block into a fortress that takes hundreds of men hours of CQC to clear using only small arms.