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    Give UEF and Aeon t3 scouts sonar

    Scheduled Pinned Locked Moved Balance Discussion
    24 Posts 11 Posters 2.3k Views
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    • TheWeakieT
      TheWeakie
      last edited by

      Is there a difference in using omni or sonar for that?

      1 Reply Last reply Reply Quote 0
      • CascadeC
        Cascade
        last edited by

        The Omni range is about 1/5th the size of the sonar range on cybran and seraphim scouts. It makes avoiding scouts very easy

        1 Reply Last reply Reply Quote 2
        • ComradeStrykerC
          ComradeStryker
          last edited by ComradeStryker

          Just realized, this does make a difference when scouting for underwater targets, such as Coms and whatnot.
          It's easier to spot them as they or whatever is underwater, remains shown for a longer period of time because of the sonar.

          Example:

          824883c2-33e5-4f02-ba80-3f4b6b37016a-image.png


          ~ Stryker

          ( ͡° ͜ʖ ͡°)

          1 Reply Last reply Reply Quote 2
          • JipJ
            Jip
            last edited by Jip

            Fun fact:

            --****************************************************************************
            --**
            --**  File     :  /cdimage/units/UEA0302/UEA0302_script.lua
            --**  Author(s):  Jessica St. Croix, David Tomandl
            --**
            --**  Summary  :  UEF Spy Plane Script
            --**
            --**  Copyright © 2005 Gas Powered Games, Inc.  All rights reserved.
            --****************************************************************************
            
            local TAirUnit = import("/lua/terranunits.lua").TAirUnit
            -- The torpedo is a temporary implementation of the ability to launch sonar buoys.
            -- Currently, a torpedo is dropped into the water that transforms into the buoy.
            -- Once we get proper "alt abilities", we can switch the buoy creation to use that system.
            local TANTorpedoAngler = import("/lua/terranweapons.lua").TANTorpedoAngler
            
            ---@class UEA0302 : TAirUnit
            UEA0302 = Class(TAirUnit) {
            -- Disabling for now, while Design decides whether they want this functionality
            --    Weapons = {
            --        BuoyLauncher = Class(TANTorpedoAngler) {
            --            FiringMuzzleBones = {'Projectile',},
            --        },
            --    },
            
            }
            
            TypeClass = UEA0302
            

            They were experimenting with the UEF spy planes to be able to drop sonar buoys 🙂

            A work of art is never finished, merely abandoned

            1 Reply Last reply Reply Quote 5
            • ComradeStrykerC
              ComradeStryker
              last edited by

              That's pretty cool!
              Any idea of what it actually looked like in-game?
              Would it be possible to bring back?


              ~ Stryker

              ( ͡° ͜ʖ ͡°)

              1 Reply Last reply Reply Quote 2
              • JipJ
                Jip
                last edited by

                Apparently this is the buoy:

                • https://github.com/FAForever/fa/blob/deploy/fafdevelop/units/UEB5208/UEB5208_unit.bp

                It instantly crashes the game to desktop when I try to spawn it 🙂

                A work of art is never finished, merely abandoned

                1 Reply Last reply Reply Quote 3
                • ComradeStrykerC
                  ComradeStryker
                  last edited by

                  Why don't these scouts have sonar, to begin with?
                  Is it due to it being like a faction ability of sorts?
                  Or balance?


                  ~ Stryker

                  ( ͡° ͜ʖ ͡°)

                  1 Reply Last reply Reply Quote 0
                  • JipJ
                    Jip
                    last edited by

                    I suspect it is because it has always been like this, nothing too special.

                    A work of art is never finished, merely abandoned

                    1 Reply Last reply Reply Quote 0
                    • ZeldafanboyZ
                      Zeldafanboy
                      last edited by

                      We need to find Jessica St. Croix and David Tomandl immediately

                      put the xbox units in the game pls u_u

                      1 Reply Last reply Reply Quote 1
                      • TheVVheelboyT
                        TheVVheelboy
                        last edited by

                        Honestly, just give it slightly bigger omni radar as compensation for lack of sonar.

                        1 Reply Last reply Reply Quote 0
                        • ComradeStrykerC
                          ComradeStryker
                          last edited by

                          How much larger?
                          Because I don't think that a slighter larger Omni radius would help solve the lack of sonar situation.
                          It would have to be a considerably larger radius. 15 - 20% or larger, I imagine.


                          ~ Stryker

                          ( ͡° ͜ʖ ͡°)

                          1 Reply Last reply Reply Quote 0
                          • S
                            Sprouto
                            last edited by Sprouto

                            The issue is actually quite simple - intel ranges are spherical - and you need to account for the altitude of the air unit - and the depth of the naval units. This has always been the case, which is why the attempt was made to implement something like sonar buoys - unfortunately, it littered the game with many more entities, which choked performance, so it was never revisited.

                            To properly utilize sonar, on the air scouts - the sonar range would need to take the above mentioned values into account - and it would look very wrong, as far as the range rings are concerned. The best implementation I have seen, comes from BrewLAN, which creates an invisible appendage attached to the air unit, but simply hanging well below - and a sonar entity is attached to that.

                            1 Reply Last reply Reply Quote 0
                            • ZeldafanboyZ
                              Zeldafanboy
                              last edited by

                              Hanging appendage ( ͡° ͜ʖ ͡°)

                              put the xbox units in the game pls u_u

                              1 Reply Last reply Reply Quote 0
                              • ComradeStrykerC
                                ComradeStryker
                                last edited by

                                It would be really cool to see if these buoys could make a return, but it seems unlikely, as @Jip mentioned.

                                In hindsight, however...
                                I don't think it'll actually be as useful as having the sonar on the unit itself, as the plane can move much faster and therefore be able to cover a larger area quickly.

                                That is, unless the Spy plane is dropping a buoy that covers the size of a 10 x 10 km area or even just multiple buoys.


                                Nevertheless, if this ability is ever brought back to life somehow - obviously with some tweaking and all - I'm sure it'll make a great addition to FAF.


                                ~ Stryker

                                ( ͡° ͜ʖ ͡°)

                                1 Reply Last reply Reply Quote 0
                                • JipJ
                                  Jip
                                  last edited by

                                  If we want it as a community then it is possible. But it requires to determine how it should function.

                                  A work of art is never finished, merely abandoned

                                  ComradeStrykerC 1 Reply Last reply Reply Quote 1
                                  • ComradeStrykerC
                                    ComradeStryker
                                    last edited by ComradeStryker

                                    It should function as intended -
                                    I imagine it is just like placing down a temporary T1 Sonar, no?


                                    ~ Stryker

                                    ( ͡° ͜ʖ ͡°)

                                    1 Reply Last reply Reply Quote 0
                                    • MachM
                                      Mach
                                      last edited by

                                      for temporary part, it could use fuel passively and destroy itself once it runs out, like mercies

                                      1 Reply Last reply Reply Quote 1
                                      • ComradeStrykerC
                                        ComradeStryker @Jip
                                        last edited by

                                        @jip said in Give UEF and Aeon t3 scouts sonar:

                                        If we want it as a community then it is possible.

                                        Where can I throw in my vote?!
                                        Count mine in!


                                        @mach said in Give UEF and Aeon t3 scouts sonar:

                                        for temporary part, it could use fuel passively and destroy itself once it runs out, like mercies

                                        Sounds like a really neat idea.
                                        Though, I imagine they should be destroyable by units, too - unless it's a completely passive thing like T1 Walls?
                                        (Where enemies can't auto-attack but can manually target, perhaps?)


                                        ~ Stryker

                                        ( ͡° ͜ʖ ͡°)

                                        1 Reply Last reply Reply Quote 1
                                        • T
                                          TankenAbard
                                          last edited by

                                          Cybran has radar stealth, give UEF T3 scouts jamming, give the Seraphim scouts a temporary vision bubble where they crash, give Aeon scout a larger Omni radius.

                                          1 Reply Last reply Reply Quote 3
                                          • Chenbro101C
                                            Chenbro101
                                            last edited by

                                            At the very least I think giving sonar to these spy planes would be reasonable.

                                            1 Reply Last reply Reply Quote 3
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