Clive Johnson · Lead Network Programmer, Foundry 42Yes, yes. It's going to be a bit awkward. So the way we cull things is not just on a distance basis. It's kind of an observed size. So if you imagine holding your arm out in front of you, your thumb up, anything that appears bigger than your thumbnail to you is something that we'd want to keep in. Anything that's smaller than the size of your thumbnail would be something that would get culled. So adding a telescope obviously means that your field of view gets narrower when you're looking through a telescope. So everything appears much more magnified. So that means that you can see much smaller objects, so we have to keep in things that are much further away. So yes, it's going to extend the ranges a lot. It could be a bit of a problem. I'm sure it'll be fine, but it's something that I'd like the game designers to rein in, please.
Rob Johnson · Lead Gameplay Programmer, Foundry 42 WilmslowYeah, I think there's similar kinds of issues with comms as well, because obviously if you're talking to multiple people in multiple locations, all of a sudden the challenge is to figure out how we can accommodate that situation without taking the load of every location that we want to show and show some detail in. That is probably one of the most challenging gameplay aspects we have to deal with.