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    Give UEF and Aeon t3 scouts sonar

    Scheduled Pinned Locked Moved Balance Discussion
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    • 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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