Intrusion Countermeasure System & Targeting Facility
Posted: 30 Jan 2013, 13:00
Hello everyone.
What is it? how its works?
What is it? how its works?
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
I'm not sure about this but I believe it increases more if you build more. About 3 of them and your units can hit moving targets spot on.http://springrts.com/wiki/Manored%27s_Guide_about_BA_units wrote:Targeting facility (enhanced radar targeting): This is not a very expensive building and will increase the accuracy of your units then shooting guided by radar. Its especially useful then you got Long range artillery units like the BB (Big Bertha). Building more of them will increase accuracy, although there is probably a point where it will stop making effect due to perfect accuracy.
Hope that helpshttp://springrts.com/wiki/Manored%27s_Guide_about_BA_units wrote:Tracer (intrusion countermeasure system): This device detects moving ground enemy units inside its detection range, even if they are stealthy or cloaked, but it can only keep track of then while they are moving, won't show them on radar, and your units wont react automatically. Not very expensive (or useful :) ).
Hmm interesting question. I never considered it a possibility that snipers would hit radar dots with targetting facilities.. But I guess that would work. In the past people reported that 4 targetting facilities would reduce the radar wobble enough to get near 100% hits with morties. Can't test myself atm, can you?jamerlan wrote:This is interesting question: how much targeting facilities is enough for example for snipers. If I build only 1 targeting, how much it increases accuracy.
I think that better to find how it works in codeklapmongool wrote:Can't test myself atm, can you?
That statement is so Cartesian. But it is equally valid to gather evidence from empiric experiments.jamerlan wrote:I think that better to find how it works in codeklapmongool wrote:Can't test myself atm, can you?
Code = Learn to read code, find the parts of the code that work together to bring about this behaviour, do lot's of math to work out how it all comes together, assess the various units that could interact in this way and determine how many would be required to get the desired result.Jools wrote:That statement is so Cartesian. But it is equally valid to gather evidence from empiric experiments.jamerlan wrote:I think that better to find how it works in codeklapmongool wrote:Can't test myself atm, can you?
Because not benefitting the whole team would be an anomaly. Everything else you do benefits the whole team - you are free to share resources, assist ally labs, share units too, you see allied LOS/radar and so on... The only difference is who is in control of this or that, only exception that I can think of is how each player has his own storage that's not bound into any unit. Other than that little thing everything's interchangeable between teams. If targetfacility was an individual player thing, it'd introduce some weird scenarios - possible need to trade the facility ownership at times, giving away units so they can aim better... Why not keep it simple when there's no counter anyway about whose m, e, or nanopower the facility was made with anyway.Kapytii wrote:Why does the targeting fac benefit the whole team? Those who dont care to figure out what it does/remember to build/care to build should not benefit from them. One more tactical thing to remember to build, too bad for the absent minded who forget because the benefit is quite large. Or does this shared benefit have some meaning my brain cant figure out? Easier to kill scout spam(thats not done via radar dots much)?
Correct me when I am wrong but actually nothing else in BA enhances the whole team globally like targeting facs do. Stuff is usually restricted by range or something. Neither radar nor antinukes affect globablly EVERYTHING.Johannes wrote: Because not benefitting the whole team would be an anomaly. Everything else you do benefits the whole team - you are free to share resources, assist ally labs, share units too, you see allied LOS/radar and so on... The only difference is who is in control of this or that, only exception that I can think of is how each player has his own storage that's not bound into any unit. Other than that little thing everything's interchangeable between teams.
How is that weird? You would not expect a fusion reactor to produce +1000e for every player in your team either, would you? You also need to trade it. I admit its not exactly the same tho but for me it feels similar.Johannes wrote: If targetfacility was an individual player thing, it'd introduce some weird scenarios - possible need to trade the facility ownership at times, giving away units so they can aim better....
Yes, it is an anomaly, there's nothing in the game that enhances all units globally like that. But the global effect is the anomaly, not that that it's team agnostic - antis don't care who's the player targeted, and radars share their info to all of the team. Being team agnostic is the norm.very_bad_soldier wrote: Correct me when I am wrong but actually nothing else in BA enhances the whole team globally like targeting facs do. Stuff is usually restricted by range or something. Neither radar nor antinukes affect globablly EVERYTHING.
The concept of the global targeting facilities is quite a unique mechanism you dont find again in BA. I also feel it is a bit odd.
You really cant compare that mechanism to being able to share units/resources to allies or assisting other allies labs.
It's not about the amount of teams but about the amount of units it affects.Its also a balance problem cause it has a bigger impact on bigger games. Imagine a 12v12 game where ONE player builds 3 targeting facilities.
A fusion produces 1000e for the whole team, to be distributed by the person controlling it. Its output doesn't depend on the number of players in a team, likewise a targeting facility should not change its behavior whether its affecting just me with 500 units, or a team of five with 100 units each. Otherwise things get balanced in a pretty weird way when looking at different teamsizes.How is that weird? You would not expect a fusion reactor to produce +1000e for every player in your team either, would you? You also need to trade it. I admit its not exactly the same tho but for me it feels similar.Johannes wrote: If targetfacility was an individual player thing, it'd introduce some weird scenarios - possible need to trade the facility ownership at times, giving away units so they can aim better....
Better put it this way: No other unit in the game has an output which is potentially infinite and unrestricted. It is always restricted by constant boundaries. For example range (i.e. radars/antinukes) or resource output (solar=20e).Johannes wrote: Let's put it this way, no unit in the game changes its abilities depending on who in your team owns it. If you want to tone down the effect, a way more in line with the rest of the game game would be to give targeting facility a radius where it affects, for example.
Thats pretty much the point: The targeting fac actually DOES alter its "output" depending on the units on the map. All other units have a clearly defined and constant "output". Its the same as if the fusion would output +10e for every unit on the map or something which would be awkward also, right?Johannes wrote: A fusion produces 1000e for the whole team, to be distributed by the person controlling it. Its output doesn't depend on the number of players in a team, likewise a targeting facility should not change its behavior whether its affecting just me with 500 units, or a team of five with 100 units each. Otherwise things get balanced in a pretty weird way when looking at different teamsizes.
Potential issue with that is that you can build radars much earlier than targ facilities.NeonStorm wrote:Why not just remove targeting facilities and improve accuracy with more radars watching a unit?
e.g: radar-wobble: X / (1+X*#radars)
Adv. radars could count twice or 1.5 times, ...