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Radar tied to AA vision?
Posted: Tue Feb 07, 2017 11:04 pm
by zinc
Relevant to having your radar turned on-- what about linking it to the vision range of AA defence?
I'm sure someone was suggesting linking it to the sight range of helis/planes which is also a reasonable suggestion imo.
Posted: Wed Feb 08, 2017 9:09 am
by AMHOL
Nice idea, makes sense and would give another reason to keep radar powered up, I like it, maybe make a poll?
Posted: Wed Feb 08, 2017 2:07 pm
by AoAGeneral1
Might pose a problem if the player loses the radar due to a snipe attack and the planes lose vision vs the other player.
Posted: Wed Feb 08, 2017 6:16 pm
by Materianer
Sounds like a bad idea to me, this would be really annoying.
If you want to make players turn they'r radar off only in emergency cases, better let the spyplane-timer stop if radar turned off, allies already got that no Gps effect, that's enough imo
Posted: Wed Feb 08, 2017 8:23 pm
by zinc
Well GPS applies to Soviets also, in team games. But that's only in the late game and only for some games.
Posted: Wed Feb 08, 2017 8:31 pm
by zinc
Materianer wrote: ↑Sounds like a bad idea to me, this would be really annoying.
If you want to make players turn they'r radar off only in emergency cases, better let the spyplane-timer stop if radar turned off, allies already got that no Gps effect, that's enough imo
I dont mind your idea, if you also paused the GPS launch timer. Not sure how logical the connection is, to either a spy plane or satellite launch, but it could work as a deterrent I believe. Although for allies some games it just wouldn't matter anyway if you aren't going to tech up.
Posted: Wed Feb 08, 2017 8:36 pm
by zinc
The other thing I can think of, is extend the sight range of the radar dome a little bit; I mean just the vision around the building, but make radar vision dependent on it being powered.
Posted: Thu Feb 09, 2017 1:32 pm
by Fortnight
I wanted to have Radar Dome provide extra vision for all buildings in my overhaul but couldn't do it because there is no trait that gives extra vision if you have a certain upgrade and there is no other trait that gives or takes away that upgrade depending on if the building has power or not. The plan was that you would get one or two cells of vision from all buildings if you don't have an active Radar Dome and then get the normal building vision when the radar was active. It's impossible in the current engine though and something I'm sure would be a good addition to the game, if not used by any official game mods it would probably be used by some modder at sometime or another.
Posted: Thu Feb 09, 2017 2:39 pm
by Sleipnir
Fortnight wrote: ↑there is no trait that gives extra vision if you have a certain upgrade and there is no other trait that gives or takes away that upgrade depending on if the building has power or not.
Both of these things are supported on the bleed version / next release.
Posted: Thu Feb 09, 2017 7:09 pm
by Fortnight
Sleipnir wrote: ↑Fortnight wrote: ↑there is no trait that gives extra vision if you have a certain upgrade and there is no other trait that gives or takes away that upgrade depending on if the building has power or not.
Both of these things are supported on the bleed version / next release.
Awesome! The new upgrade system seems exciting.
Posted: Sat Feb 11, 2017 12:56 pm
by zinc
Fortnight wrote: ↑I wanted to have Radar Dome provide extra vision for all buildings in my overhaul but couldn't do it because there is no trait that gives extra vision if you have a certain upgrade and there is no other trait that gives or takes away that upgrade depending on if the building has power or not. The plan was that you would get one or two cells of vision from all buildings if you don't have an active Radar Dome and then get the normal building vision when the radar was active. It's impossible in the current engine though and something I'm sure would be a good addition to the game, if not used by any official game mods it would probably be used by some modder at sometime or another.
Yeah I like that idea.