Yes, units with lights so you can see your base/what you are shooting on the dark side. Also, this is not a mod, it's a reference image I made of what direction I'd like to see Uber take the planetary lighting.
That's one reason why I'm thinking the traditional LOS=Light mechanic might not be ideal for PA, we have so much potential with lights on darksides. In another thead a LOS overlay like the Radar overlay in SupCom was suggested, that's not bad but surely there's more creative alternatives.
Neither LoS = light nor the radar overlay nor the LoS = fixed radius are really suited for PA. It currently looks like Uber wants to stick with the antiquated combination of static range LoS with static range radar, but IMHO thats a waste of possibilities. We have the resources available to simulate intelligence which is much closer to what real live intelligence looks like, and this means, among others, that radar isn't just tiny little blobs in a fixed radius like with the old analogue systems which were common when TA was developed. And vision is not only granted in a fixed radius either, like it was introduced in SC to overcome the computational limitations when dealing with the number of units. We have the resources to take more factors into consideration when determining the visibility of an unit, like: How big is the unit Is the unit performing an action (like firing) Is the unit using active intelligence measures like lights or radar How close it is to one of our units and how intelligent is our unit Maybe even "how long have I've been watching it" Static ratings or some type or surveillance meter which builds up over time, there are so many possibilities to create systems which provide much better and way more useful results than the old and really antiquated TA mechanics. Even when TA is the spiritual predecessor, you shouldn't just copy its mechanics without reflecting whether the mechanic was designed in such way due to technical limitations or because it was the optimal solution. Using collision tests for all projectiles was an optimal solution, and so was using REAL LoS (at least in TA, because of different premises like a map design which took this in consideration). Radar, TA implementation, was never an optimal solution. Slightly improved in SC by at least adding strategic symbols, but even then far from optimal since it only ever provided an "all or nothing" view of bases.
100% This. I don't know how demanding it is to do this with Shaders, but diffuse shadows are DEFINITIVELY the way to go. That is beautiful.