Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account
This post has been closed. You can still view previous posts, but you can't post any new replies.

Unequal Line of Sight blocking (Dynamic Lightning Improvement)

1447969126

Edited 1447969280
Ok, let's get started. Currently Dynamic Lightning supports only full coverage of Line of Sight (LoS). This is cool, but it would be even better if Dev Team would implement partial coverage. For situations when object is transparent from one side, but not from the other. Example A:  High Ground . Here we see a particular situation, when an orc-warrior is standing on a very high hill. Player character could not see him due to the height, but an orc could definetily move closer, launch a spear and step backwards to hide again. Here comes the problem: for a DM it's not important where  is his Dynamic Lightning implemented. He could see the entire map. But  if NPC and PC switch places we see  this situation. Here, if we use Dynamic Lightning, player would not see  orc beneath the hill. Which makes Dynamic Lightning useless for things like high ground. Example B: One-way mirror. In a hypothetical situation, where players represent a group of detectives, they must interrogate a dangerous psycho, who is currently locked in the interrogation room with a typical  one-way mirror . Obviously, Dynamic Lightning would allow us to make walls unpenetrable by player's "sight", but in it current state we could not  properly make a typical CSI: Miami style interrogation room.  Thank you for you time and have fun. :)
1550175449
Roll20 Dev Team
Pro
Marketplace Creator
Thanks for the suggestion! After 30 days, Suggestions and Ideas with fewer than 10 votes are closed and the votes are refunded to promote freshness. Your suggestion didn't build the right momentum this time, but feel free to submit it again! We find that the best suggestions describe the problem you are having, and the solution you want. You can learn more about the process of making suggestions on the Roll20 Wiki! More details can be found here .