What kind of considerations are made, if any, to distinguish between cover (objects that are capable of stopping a projectile), and concealment?
TL;DRCover versus concealment will come from the materials system, where material and thickness determine penetration, so players should be able to judge from how objects look, once that physical damage system arrives.
Again, this links in a bit more with physical damage, so I don't want to touch on it too much, but we're going to be utilizing essentially our materials system. So if something is determined to actually be, say, steel, and we know its thickness, then we'll know how much it can be penetrated. Whereas if it's something that's concealing you, like a leaf or a cloak or something like that, like a cloth that you've got over your head, then we'll know that it's extremely thin and it's made of a material that's not very tough. So I think people will just be able to look at things in the environment and go, that's made of metal, it's several inches thick, I'm probably OK to hide behind that, versus, there's a wooden table that's been flipped over here, I might actually take some damage if someone shoots through it. So yeah, hopefully when that system comes online, it'll be quite self-explanatory in how the actual environment looks.