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[Idea] Alarm-system against spies

Posted: Fri Oct 21, 2016 12:44 pm
by JOo
we could give defense-structures a small (1-2 cell) range to let detect "unknown units" and play a alarm (bleep5.aud) + flash the tower itself as long as an enemy spy is moving in his radius ... by flashing i mean , let him blink like a building that gets captured

!! by detecting i dont mean that the spies lose their disguise , just that they got noticed and the player is alarmed !!!

this way , we could encourage people to build walls around bases or structures with entrances and defend this entrance with a tower ... and this adds a more realistic detecting methode for allies ... along with the dogs for soviet

https://github.com/OpenRA/OpenRA/issues/12276

Edit : think at it as sort of like an "unauthorized motion detector"

Posted: Fri Oct 21, 2016 2:12 pm
by JOo
well ... apparently you guys are happy with having "counter-spies" instead

Posted: Fri Oct 21, 2016 2:34 pm
by klaas
I don't like giving a bigger role to defense structures. Actually, I would like to remove their stealth detection too, and maybe give stealth detection to Tier 2 and Tier 3 units instead (tanks, aircraft), basically any unit that would have some kind of radar build in.

Currently, it's normal to spam defensive structures just about everywhere, specially for allied players. This makes for a lazy type of game play, where it becomes easy to defend. Focus shifts from doing good attacks to capturing more resources and spam units till the enemy drops.

I, for one, want to go back to a battlefield where the war is won with honest man to man combat, and not with pesky pillboxes everywhere.

Posted: Fri Oct 21, 2016 3:35 pm
by JOo
i have to admit that i also dont really like the "stealth detection" that we are using , its too simple imo

still ... i thought my idea is kinda neat , especially because its not revealing spies , only notifies the infiltrated player , that there is an unidentified unit in his base

Posted: Fri Oct 21, 2016 6:40 pm
by lucassss
I think that giving tanks the ability to detect stealth will make stealth much less useful. Maybe we can remove stealth detection from all defensive structures except for AA?

Posted: Fri Oct 21, 2016 6:57 pm
by MustaphaTR
I think we should remove Stealth Detection from AAs, it makes no sense to me that an AA gun can detect stuff on ground. Also as i said in an issue (can't link now Github looks down) When on Low Power/Powered Down, Stealth Detwction from buildings should go. I know this actually would only effect tesla coil and AAs in terms of defence (if we dob't remove complately frpm AAs) but it would still be better.

For PillBoxes maybe unit inside should make them able to detect stealth, so putting a spy or dog in a pillbox makes it a stealth detection sensor. With other infantries they won't have it.

Posted: Sat Oct 22, 2016 7:41 am
by klaas
lucassss wrote: I think that giving tanks the ability to detect stealth will make stealth much less useful.
Why? If anything, it would make it more powerfull. Except maybe for the stealth crushing of infantry, which I think is an exploit that should be removed anyway.

Posted: Mon Oct 24, 2016 12:34 am
by AoAGeneral1
Because some tanks are faster then moving stealth units. AKA Light tanks, rangers, APCs, minelayers, Medium tanks, (Heavy tanks being the only ones slow as bricks)

Posted: Mon Oct 24, 2016 7:15 am
by klaas
AoAGeneral1 wrote: Because some tanks are faster then moving stealth units. AKA Light tanks, rangers, APCs, minelayers, Medium tanks, (Heavy tanks being the only ones slow as bricks)
Only the ranger (speed = 12) is faster than the phase transport (speed = 10). APCs have the same speed, the rest is slower. But I wasn't arguing that all vehicles should be able to detect stealth anyway.

Posted: Mon Oct 24, 2016 8:27 am
by AoAGeneral1
Thats of course in a straight line. Often times you can take shortcuts with moving units to keep up the pace with certian units. (IE: Moving the hummer to cut off the buggy).

May not be as important though as you say.