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Aircraft in For of war vs Infantry

Posted: Fri Aug 18, 2017 10:38 am
by r0b0v
Am I the only one who doesn't like this?

Posted: Fri Aug 18, 2017 2:03 pm
by WhoCares
Welcome in BlindRA the game where you have to guess what to do because you can't see.

Posted: Fri Aug 18, 2017 2:13 pm
by Sleipnir
This is solved in the D2K and TS mods by having units reveal themselves when they fire on a target (using the RevealOnFire trait), like in the original games. There has been some discussion about adding this to TD too, but nobody wants to deal with the consequences of trying to add it to RA.

Posted: Fri Aug 18, 2017 2:34 pm
by SoScared
I can't see the problem with it. Also it allows for Hinds to snipe rouge rocket soldiers on the field.

Posted: Fri Aug 18, 2017 3:00 pm
by netnazgul
I had a conversation in discord a week ago about the issue that not only there is no notification about your units under fire apart from firing sound (that's understandable given there would be too much of those), but when this firing is out of vision you are not even able to guess where it happens because animation could be several bleak pixels. So if you have lone riflemen stationed around the map and one of them gets fired at you have to manually check all of them before he dies.

So RevealOnFire actually looks promising, it should not be a lot of vision (maybe even 5 cell sector is enough) not to reveal too much around the firing unit. Because scoutillery will have another meaning :P

Posted: Fri Aug 18, 2017 3:09 pm
by SoScared
RA being such an infantry heavy mod ought to allow for higher tier units such as aircraft to fully dominate them. Lone walker infantry units being picked off from undisclosed positions seem to fit right into the game.

Posted: Fri Aug 18, 2017 4:01 pm
by r0b0v
Is it possible/difficult to update some maps with RevealOnFire and add them to Resource Center? I would like to play/try it.

Posted: Fri Aug 18, 2017 8:25 pm
by eskimo
The problem in RA is infantry are already strong, so weakening hinds is just going to throw balance issues into the mix. When Hinds are on the field a good player will adjust and counter with AA options asap. But those rockies with some extra line of sight will take down the Hind a lot easier.

Posted: Fri Aug 18, 2017 8:30 pm
by r0b0v
Thanks Frame_Limiter for this link: http://resource.openra.net/maps/22540/

It is interesting, it applies to more units, defenses,..
You can adjust radius or duration,..

Posted: Fri Aug 18, 2017 9:42 pm
by Doomsday
SoScared wrote: RA being such an infantry heavy mod ought to allow for higher tier units such as aircraft to fully dominate them. Lone walker infantry units being picked off from undisclosed positions seem to fit right into the game.
I like the fact Hinds can situationally act as infantry counter but outranging infantry would feel better to play instead of "outvisioning".

Actually nevermind that would be impossible because someone decided all our units have worse vision than range. :(

Posted: Fri Aug 18, 2017 9:59 pm
by SirCake
Any change to this (increasing vision for inf or reveal on fire) will kill advantages by rangers or dogs, basicaly downskilling early game.

I like dogs, and 5A loves his rangers -- don't do it. ;)

Hinds are strong, because they are fucking strong, not because of infantry vision.

Posted: Sat Aug 19, 2017 7:56 am
by AoAGeneral1
For the TD side of things I know its been discussed about other situations for RevealOnFire with units. I played several games (With the modified skirmish mode in TFD) of CNC95 to get some ideas and handles on unit reveals.

For this idea im willing to discuss further in IRC on potential problems that could occur but also make note on the pros that it could provide.

Posted: Sat Aug 19, 2017 8:59 am
by anjew
Doomsday wrote:
SoScared wrote: Actually nevermind that would be impossible because someone decided all our units have worse vision than range. :(
Probably one of the things that makes me maddest.


I reckon reveal on fire is amazing except around artillery etc.

Posted: Sat Aug 19, 2017 9:47 am
by SoScared
@Anjew: You finally did it. You quote spammed a hole into another dimension.

Posted: Sat Aug 19, 2017 10:25 am
by SoScared
Faintly related, the newly added RevealOnDeath trait could highlight the kill spot for a few seconds.

https://github.com/OpenRA/OpenRA/pull/12999

This is something I've fantasized particularly with Yak crashes as you'd be able to see its impact.

In general it would simply function as a notification to where your units were located last and in some cases reveal enemy units passing by the kill-spot.

*posted a ticket: https://github.com/OpenRA/OpenRA/issues/13864