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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Give UEF and Aeon t3 scouts sonar

    Scheduled Pinned Locked Moved Balance Discussion
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    • TheWeakieT Offline
      TheWeakie
      last edited by

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

      1 Reply Last reply Reply Quote 0
      • CascadeC Offline
        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 Offline
          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 Offline
            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 Offline
              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 Offline
                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 Offline
                  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 Offline
                    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 Offline
                      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 Offline
                        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 Offline
                          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 Offline
                            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 Offline
                              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 Offline
                                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 Offline
                                  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 Offline
                                    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 Offline
                                      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 Offline
                                        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 Offline
                                          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 Offline
                                            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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