[Idea] Alarm-system against spies
[Idea] Alarm-system against spies
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"
!! 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"
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.
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.
- MustaphaTR
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- Location: Kastamonu, Turkey
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.
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.
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.lucassss wrote: ↑ I think that giving tanks the ability to detect stealth will make stealth much less useful.
- AoAGeneral1
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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.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)
Last edited by klaas on Mon Oct 24, 2016 10:02 am, edited 2 times in total.
- AoAGeneral1
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