Possibility to detect radars with FBI tag setting
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Possibility to detect radars with FBI tag setting
Units could detect radars which can detect them.
In reality that is possible, which why i got this idea.
So, if you move some radar detection unit into enemy base, it would show all enemy radars on the radar as normal units when the enemy radars spot your radar detection unit.
Would be cool tool to seek & destroy enemy radar sight :)
Of course that kind of unit would be expensive.
Edit: maybe we also need second FBI file tag for radars, which tells can it be seen with that kind of unit.
In reality that is possible, which why i got this idea.
So, if you move some radar detection unit into enemy base, it would show all enemy radars on the radar as normal units when the enemy radars spot your radar detection unit.
Would be cool tool to seek & destroy enemy radar sight :)
Of course that kind of unit would be expensive.
Edit: maybe we also need second FBI file tag for radars, which tells can it be seen with that kind of unit.
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- Posts: 665
- Joined: 06 Jun 2006, 19:49
lol @ this
stupid idea lol. Why would i make an expensive unit to detect an enemy radar and then "MAYBE" destroy it. So the guy can spend another 100 metal into building a new one in a few seconds.... nice way of wasting resources haha
- Charlemagne
- Posts: 174
- Joined: 18 Apr 2005, 17:59
You dont need perfectly follow my ideas.GaMi wrote:stupid idea lol. Why would i make an expensive unit to detect an enemy radar and then "MAYBE" destroy it. So the guy can spend another 100 metal into building a new one in a few seconds.... nice way of wasting resources haha
Base idea was unit which can detect radars, now you use that idea and think what you can do with it.
Own brain usage is allowed on this forum.
Last edited by TradeMark on 16 Jul 2006, 15:44, edited 3 times in total.
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- Joined: 06 Jun 2006, 19:49
Scenario Team Game
u detect enemy radar's
U about to mount a massive attack
Get your suicide ground / air attack strike force to hit there radar
before u attack, thus leavin the enemy blind and little warning before attack, not to mention distracting them as they to rush rebuilding radar. To find out where the attack is gonna hit
Or if they are smart have backup radar switched off so u cant see them untill they need to turn them on. Now attacking team sacarficed units to take out radar & gamble has failed as enemy turned on backup radar
Its called strategy & it would be up to modder to add this to her/his mod.
Basicly its another possible layer of strategy & dont condemn it, cause u cant see a purpose for it. Adds more customiable mods & wait till atleast a engine dev comments on hard/easy it would be implentent it
u detect enemy radar's
U about to mount a massive attack
Get your suicide ground / air attack strike force to hit there radar
before u attack, thus leavin the enemy blind and little warning before attack, not to mention distracting them as they to rush rebuilding radar. To find out where the attack is gonna hit
Or if they are smart have backup radar switched off so u cant see them untill they need to turn them on. Now attacking team sacarficed units to take out radar & gamble has failed as enemy turned on backup radar
Its called strategy & it would be up to modder to add this to her/his mod.
Basicly its another possible layer of strategy & dont condemn it, cause u cant see a purpose for it. Adds more customiable mods & wait till atleast a engine dev comments on hard/easy it would be implentent it
Not every mod has radars that are cheap. Passive radar detection would work pretty well for mods relying more on information warfare. I think there should be a multiplier so a detector can spot a radar at n-times that radar's range. For reality-based mods that modifier would be 5x for sonar, for example.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Lets expand on this idea. Potentially we want spring at some point to make upgradable units possible. What if one of the possible upgrades was that all units of a certain modder defined catagory were shown on the minimap radar visable, or possibly even ghosted. It would e up to the modder to set the radar as the detected unit, which I think is probably the best case anyways. How many mods need a "radar detector"? Probably not that many... but if there was a robust system in place the mods that do need a radar detector could have it, and other mods could use other aspects to do different things.
Fine then - here's my proposal for a system:SwiftSpear wrote:Lets expand on this idea. Potentially we want spring at some point to make upgradable units possible. What if one of the possible upgrades was that all units of a certain modder defined catagory were shown on the minimap radar visable, or possibly even ghosted. It would e up to the modder to set the radar as the detected unit, which I think is probably the best case anyways. How many mods need a "radar detector"? Probably not that many... but if there was a robust system in place the mods that do need a radar detector could have it, and other mods could use other aspects to do different things.
There are N radar classes. Sight is class zero. Every unit has a detecting range, and a detectability multiplier for each radar range. Script can turn on/off detection range/detectability for each radar class. For example, if you wanted a unit to be detectable at any range by any radar, you could increase their radar detectability to 100. For the "radar detection" you set all the normal units to have a "radardetector range" range of 1, and set all radar units to have a "radardetector detectability" equal to their normal radar range. If you want a unit that can detect radar outside of radar range, you increase the "radardetector range" up beyond 1. Targeting facilities are defined per-radar.
Plus, it would be nice to have "unjammable" units. With this system you could make a Protoss Arbiter - that is, a unit that can jam the eyesight-class, but is unjammable itself.
edit: note that this proposed system does _not_ replace cloaking. Cloaking is a seperate concept because it has a "cloak radius" in it that is not modelled by the above system.
I am a modder. I might or might not use this as a feature, it might or might not be cheap. It might help in my mod design. You don't know.stupid idea lol. Why would i make an expensive unit to detect an enemy radar and then "MAYBE" destroy it. So the guy can spend another 100 metal into building a new one in a few seconds.... nice way of wasting resources haha
What you immediately dismiss as stupid may add to the game.
because not all mods are AA.Who says it will be expensive? This all rezzz noobs... if its soooo easy to just kill a radar tower why dont you just fink enemy base and kill his plants.... if its sooo easy to hit a radar thats way back in enemy base lolally depends on the mod.
It wouldnt be that hard to add in i think. The radar already has to look at every unit to see if it can see it, so why not work bacwards? if the radar can see the unit, the unit can see the radar. If the radar spots the unit, set something in the units info like 'spottedByRadar#', then when that unit is processed, if its a detector class unit it will show the radar unit. Simple.
Sounds good so far. With different radar systems you could implement sub warfare with active and passive sonar where passive sonar will only pick up moving subs in a small radius and active sonaring subs in a huge range while active sonar would detect within an average radius and no matter what the enemy does. This would be of special interest to reality mods.
What I'd also like to see are custom radar blips per radartype so if you've got a sonar and an anti-air radar you can tell which one saw that blip you're looking at.
What I'd also like to see are custom radar blips per radartype so if you've got a sonar and an anti-air radar you can tell which one saw that blip you're looking at.
- Guessmyname
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