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Allied_Alloh

Radar vs Visuals vs Detection

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For me  it does not make sense that the RADAR makes enemy ships VISIBLE to all teammates, neither be so precise!

  1. RADAR should have a "PRECISION" attribute, just like range and duration. Then lower-rank radars will show a "blob" around likely position of target, and the most advanced radar would show a much smaller dot. Neither should say the exact ship there, only the larger blob for older tech, and an icon for the ship class/size for newest tech (higher precision).
     
  2. And, more important, RADAR should NOT MAKE VISIBLE,  the enemies only appear in map/minimap. Everybody can shoot in that position, even not being able to see the enemy ship itself.
     
  3. Radar also should SWEEP the area, so the detected targets would remain in same spot until next detection updates its position - but never movement/speed/direction. The blip should fade until disappear completely before next cycle. 
     
  4. I guess this way we can even have 2 radars, one imprecise but always on SWEEPING the area, and another "consumable" to allow increased precision, like if you "lock the antenna". But there MUST be a way to turn off the radar, to avoid being  easily detected for using radar.
     
  5. The enemy should remain being warned that they are detected by enemy radar.  Next, increase integration with RDF - Radio Direction Finder - making anyone with active radar also appear on RDF-enabled ships as some direction marking, either similar to "nearest enemy" or just as a elongated oval "cloud" in minimap.

After this, almost ALL nations can receive basic radar, and would make sense to see that rotating radar antenna over almost every >T6 ship model in game... 
Seems to me that it would not break current balance, as ships currently with radar gets the "high-precision radar", and other ships only "primitive radar".

Radar-tenor.gif

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This is a Arcade Game not a Simulator. The programming alone would be years worth of work!!!

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4 hours ago, Raven114 said:

This is a Arcade Game not a Simulator. The programming alone would be years worth of work!!!

Are you a GAME DEV / programmer?  If so, your future is in risk, try another job. 

If this is not a simulation, why have historic ships, physics and environmental simulation? Even "Mario Kart" is a simulation!

Most of proposed mechanics already exist in game engine. Ships detected by radar already disappear after a while, as well as "visibility range", how many times you were shooting a ship that simply disappeared, only to reappear moments after?

Radars already have "tiers", with attributes as range, duration, reload time. Only precision should be added. As for visual representations, just replace the icon and add some random error to its position. The remaining proposals are just new set of rules to apply on an existing resource in game's engine, as with any simulation game.The most complex request in this proposal is the "sweeping" or rotating effect, to be added over minimap. But also can be as already implemented for submarine's SONAR, that have two modes of operation, and intead of rotating, can be simply pulsating, then not a great change over what already exists...

Also note that most rules for "Enemy Visibility / Detection Range"  would remain exactly the same... 

Edited by Alloh

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